| Varyon |
11-05-2022 05:36 AM |
Re: Reverse Missiles / not an "attack"
Quote:
Originally Posted by ravenfish
(Post 2457832)
Or, if one prefers to avoid the reducto ad absurdum, what happens if the shooter fires while moving and, when the projectile returns, is no longer where he stood when he fired (unlikely if the projectile is a bullet but potentially quite relevant for a horse archer)?
As I said, and having nothing to do with any question of "intent", the rules-as-written Reverse Missiles spell has some amazing targeting skills.
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GURPS ranged attacks are hitscan weapons*, and wherever you are when you make an attack, that's where you are when the projectile returns to you - there is no travel time involved. You need look no further than the penalties for Range to determine this - something that is twice as far away looks half as large, and lo, both situations (twice as far, or half as large) result in the same -2 to hit (you can repeat this for anything else; basically, Range penalties just treat the target as though it were 2 yards away but only as large as it appears... which is exactly how hitscan weapons work).
If you're wanting to get more simulationist than the default, you'll need to make some decisions. How does the spell determine the point of origin, and how is this point fixed in space? Maybe the projectile "remembers" where it came from, and the spell tells it to go back home. The origin point is obviously set relative to the planet (otherwise, with how quickly Earth hurtles through space, I suspect anything beyond point-blank would wildly miss the attacker when it returned), but what else could it be set relative to? A vehicle (so Reverse Missiles still works as-advertised on a speeding train)? A mount (so that horse archer isn't immune)? A shooter (so a teleporting mage isn't necessarily safe.... although I'd argue the projectile should still be subject to 1/2D and Max Range under such a simulationist handling)? What happens if there's something in the way of the projectile returning, that wasn't there when it initially departed? How you answer these questions may well modify how Reverse Missiles functions in your game.
*For those unfamiliar with the term, this is the way projectile weapons work in many - mostly older - video games. When you attack, rather than your weapon producing a projectile that must collide with your target's hitbox to have an effect, the game simply checks to see if your aimpoint is in line with said hitbox when you attack - if it is, the target immediately takes damage. There are some games where there's a visual effect that's slower than the instantaneous damage effect, which can have humorous results - such as a foe falling dead, then being struck by the fireball that killed it (or an arrow fired at an erratically-moving target gaining homing capabilities).
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