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You can also allow for interpreting a "miss" as contact, but in an awkward way that has no effect. |
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Most attacks against inanimate objects (And sweeping poles through areas at waist height, or non-resisting and immobile people, for that matter) would be All Out (Determined) Telegraphic attacks. If you can't reliably hit with an extra +8, you probably shouldn't be trying. And if you're in a situation where you can add in an extra +4 non-combat TDM, then you might as well not roll.
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Sounds like you're failing in imaging what I'm talking about, people miss with strikes all the time, but if you sweep some staff type thing through an area with a human sized target and to hit the target you can't miss, unless you're some sort of spazz of course. Quote:
After all, that contact from that fire sword or flamethrower still sets whatever it touches on fire. |
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I don't like silliness, but when you're talking about physical biological systems there are clear range limits where you do lose precision for massive reach, in nature you see a lot of slow/telegraphic reaches when a creature is going for something far out, especially if the reach is not being done by the head/nerve cluster. The further from the nerve cluster controlling the motion, the less precise the reach, and with real world physical biological systems you start getting to the edges of what's neurologically feasible without "magic" real quick. AFAIK, this is why dinosaurs like theropods, T.Rex and such, had very normal sized arms, roughly human length, precision. This isn't an issue of relative proportional size, but of actual biological and neurological physical limits, and that's all without even getting to the additional limits on controlling an inanimate object at the end of that reach. |
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What you describe - large-SM attacks being 'slow' would result in a creature of sufficiently large SM not being able to perform a full-Reach attack within one second. That's DTR, which should be a separate Disadvantage. |
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Not that you don't want to be able to mimic those movies and horror stories in a game, you do, but those things aren't natural and shouldn't be part of a semi-realistic base, they should be options you flick on when you choose a fully cinematic or cartoon setting. The people who think that giant humanoids would be moving and reacting twice as fast because they're bigger tend to have both a lack of imagination and a lack of understanding of reality. In other words, we really shouldn't just scale things up and say they work the same, they don't. |
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Allowing Reach without the normal Range penalties leads to breaking things, which is idiotic since things aren't broken if we simply apply the normally available penalties. |
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In this I think we'll have to agree to disagree. |
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You have a character which is getting pummeled, looking around you don't see anyone. Standing anywhere from next to your character to 100 yards away amidst dozens of other people is someone with: TK ST 10, range 100 yards, +30% [65] I don't have any problem with the power in general, but I would find it complete silliness for a GM to say that there is no difference between pummeling someone from 1 yard away and from 100 yards away. If I had a player try that on me, or a GM make that type of ruling, I'd tell both of them that they're rules Munchkins trying to break the game and if we're not playing a Toon based game, then I'm not tolerating that type of Munchkin silliness. Mind you, I don't have any issue with the character having No Roll required for +100%, I just don't tolerate Munchkin rules exploits which gives them that bonus for free. How do you feel about Munchkin rules exploits? |
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OTOH, a proproperly scaled SM+5 entity will not only have more Reach, but will also have SM+5 fists. And we all know that hitting an eye-sized target with a 16-yard explosion is no harder than hitting an SM0 target with it, because at this point, the impact zone is large enough to compensate any penalties. |
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Or, in other words, if you're going to assess range penalties for Reach above 2, then also give characters the target's full SM as a bonus, since you're effectively treating their melee attacks as though they were ranged attacks in every other respect. It should even out exactly the same as if you just used relative SM in the first place. Edit: None of which is necessarily an argument for treating things the same way for Stretching, or especially TK, just for natural Reach due to your SM. Increased Range on TK could be cheap enough that I can see the argument that it rapidly becomes a munchkin rules exploit. Stretching I see less of an argument for, given that it's quite expensive for the additional Reach you get anyway, but I could probably be persuaded. |
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I'm now very curious about FAQ-type answers to the following:
a)Can Invisible melee attacks be Telegraphic? What's the effect if they are? b)Do "Ranged Melee" Attacks (like from TK) take Range penalties? |
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Which is how we got to our current tangent. |
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As for b) I don't really like how RAW handles long melee attacks (ie, polearms and jets). All attacks should take Range penalties. |
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Rules absences asside, I have to agree with Ze'... it's silly to think that the target is far far away, but just as easy to target. He's much smaller in your visual field, and all his "bits" aren't as readily targetable as before.
You take range penalties to see things, why would you not take them to hit things? Do you really think it's as easy to pick a lock with your eye a palm's distance from it and with the lock 200 yards away from you? The non use of ranged penalties in TK would generate exactly that situation. |
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A member of the "stuff" takes range penalties choir. |
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A range penalty doesn't really cover the issue. Either you can tell what's going on in the lock or you can't. And if you can, I see no problem with picking it 200 yards away via TK. |
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I suppose you might find someone who'll tell you they feel all the tumblers through their picks, but from personal experience I'd shoot the numb issue down as unnecessary. |
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Also, again, why ranged penalties? Do you have significant difficulty discerning details of a drawing at 2 yards? If the character can't draw blind, they need to be able to discern what they're drawing, but again it seems binary. There's considerably more to shooting a target than visually discerning the target. Using TK to hit someone in the face isn't like sniping them in the face with a rifle. The rifle has be laid within a miniscule arc to actually hit. The TK just has to be positioned a yard in front of the target, and then the hit area is the same arc as it would be for an ordinary punch. Quote:
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Unless you're paying for Area Attack perhaps? Quote:
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I don't get all the arguing... i remember a spell in Magic 3rd: Distant Blow (not sure it's in 4th as well, but i guess so) that let's you hit a far away opponent with melee attacks.. with range penalties. Seems very linear to me, and i always used such penalties in all my TK experiences and no one ever felt abused or tricked.
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Just looked it up Distant Blow does exist in 4th Ed. It does require "standard ranged attack modifiers" and in the description it is described very much like I would imagine a strike using TK.
But then I am biassed. |
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In drawing, you often find yourself bending over the paper to see closely. And if distance made no difference, why would we have "zoom" features in drawing programs. You take darkness penalties in melee, which is ENTIRELY because of visibility. You can still see the target, quite well from -6 up. Yet, the lack of discernment costs you skill. Unfortunately, I can't argue much more. You have assumed the posture that visibility or perception of the target is all or nothing ("binary" as you say) and that intermediate states are completely irrelevant. This is contrary to a lot of evidence in the rules in general. Frankly, I'd understand better if you were arguing from the purely rules perspective of "it doesn't say there's a range penalty, so there isn't". But you're entitled to your position, even if I clearly disagree and think your logic is flawed. Quote:
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On the originl question, the wording of Distant Blow doesn't help me form an opinion for allowing Telegraphed Attacks for either that or Telekinesis.
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Consider, if you were pointing out a small spot far away on a parking lot, would it be easier to do so accurately using a laser pointer, or by driving a remote-control car to the spot? TK moves like the car, not the laser dot. Quote:
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The visual effects of darkness and distance seem quite different, though, so I don't assume the game would treat them the same. |
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Edit: if what you say is true, then there certainly can be no Telegraphic Attack, as that's basically extra careful aiming, it also disallows most combat maneuvers and options, which don't suit the "hands there" thing. Quote:
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TK ignoring all this seems munchkinny. By your reasoning it shouldn't be any harder grab an object passing by at mach 4 than it is to catch a stone mid trhowing arc, or a plume slowly drifting to the ground. Or to catch a minuscule falling pin and a falling banana. Size and speed seem to matter, I don't see why range would not. |
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This has made the most sense to me and I'm glad to hear from the many voices that I'm not alone. I needed to have some sort of RAW before I made a final decision in the game I'm running. I'll use this until the great minds here behind SJ Games and GURPS rule it one way or another and have it officially added to the lists of errata. ;) |
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I'd, of course, have no arguement about the whole distance thing if the character had an appropriate ability in the lines of ESP. But then he might need to buy into compartmentalized mind to effectively use them both at the same time! You hit on a lot of the points I was trying to address. Thank you for all of your input! |
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Though of course we'd allow the penalty reduction for aiming which you could describe as moving slowly to the point, just like driving a remote-control car to the spot, not that I'd describe it that way, but that'd take a lot longer than normal aiming the way you're describing it... |
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The same could be done with TK. Quote:
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