Re: TK and Telegraphing attacks...
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Re: TK and Telegraphing attacks...
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Re: TK and Telegraphing attacks...
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Re: TK and Telegraphing attacks...
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Now what this means is that if the GURPS model you're using doesn't match reality, like in this case, then you're using the wrong model, which is why I keep telling you not to compare apples to oranges. In other words, to model a staff/spear sweep which will automatically hit someone standing in a hex unless a defense is made the attack is described as a parriable/retreatable Area Attack. But again, if you're sweeping a hex 100 yards away with your TK staff, that's harder to gauge than doing it 1 yard away. |
Re: TK and Telegraphing attacks...
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Re: TK and Telegraphing attacks...
how about a long reach melee weapon like a three section staff that can be swung by it's end like a very long flail?
how about a whip or a kusari?? a kusari could be up to 6-8' in length. same with a whip. what do you do.take the max distance you can reach with a weapon and use that to make range modifiers with? that seems like a lot of number crunching every time a player uses a extended reach melee weapon. is the range mods specifically called for in these cases? since the user would be trained in it's use. i can see penalizing someone who has no or little training in it. also what does RAW stand for??? |
Re: TK and Telegraphing attacks...
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Re: TK and Telegraphing attacks...
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As in, "In my Wild West game, the PCs all have Gunslinger and Weapon Master (Pistol), although I realise it's not RAW to take Weapon Master for guns." |
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Personally, I feel that the -1 penalty for hitting something at a range of 3 yards should clearly apply, others are saying it's below the resolution of the melee system, but that's a side discussion. The main point I'm making on this thread is that the RAW is silent on melee attacks beyond that 3 yard range and that melee attacks at 10 yards or 100 yards, whether it be with TK or due to a really long weapon, should have normal range penalties applied to them, which is only common sense unless you're running a silly campaign setting. I'm also stating that the current rules for Jet and sweep attacks with things like long staffed weapons don't match the reality of the 100% guaranteed area attack hit of anything standing in the multiple hexes which get completely swept by a jet or sweeping staff attack, but clarifying that for the RAW would require that Kromm address the issue in his non-existent free time. |
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