| khorboth |
07-18-2008 01:33 PM |
Re: How to protect casters?
Quote:
Originally Posted by Anthony
At 50-125 points, that's rarely a good option compared to other uses for the same points.
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Quote:
Originally Posted by Anthony
DR:10 is better than IT(DR) 2 unless average damage per attack exceeds 20, in which case +3 Spd, -2 Move (net 50) is better than either one, and +12 weapon skill is usually vastly superior to any of those choices, at least until skill is more than 30-ish.
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IT(DR) may not be the most point-efficient way to go, but it's not as bad as you're making it out.
DR v. IT(DR) has an easily calculable break-point as you pointed out IF you buy the Force Field enhancement for the DR. In a cinematic game, however, there are likely to be a bunch of attacks with armor divisors. If you determine that DR is the way to go, then buy it with the limiter (-20% maybe?) "not for the first point of damage." Then the tank will again take a minimum of 1 point and be sufficiently bleeding for the drama.
Dodge and parry are bypassed in part or whole by: area damage, deceptive attack, surprise attack, unconsciousness, feints, critical successes, critical failures, etc. I don't think they're in the same category.
Regardless of efficiency, however, my point is: GURPS can do that.
Hmm... We've drifted a bit. You want to start a new thread?
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