Area Attacks--Am I Missing Something?
I'm wondering if I'm missing something here, because right now it seems like Area Effect, for +50%, can give you an amazingly powerful ability for not much cost (effectively nearly the same value as the +300% Cosmic modifier that disallows active defense).
Basically, if I'm understanding right, Area Effect, at +50%, gives you a 2-yard radius attack, covering the target hex and 1 hex in any direction around it. You can Dodge & Drop to defend against an Area Effect attack, but it only has any effect if you can get out of the Area with it or can get behind cover. Since unless you have Move 11+, you'll only go 1 yard with a D&D, that means that if you're at the center of the AE attack, the attack is undodgeable. As far as I can tell, it is also unparryable, and unblockable (though maybe shields can grant cover)? So, yeah, a 2-yard radius isn't much as far as attacking multiple targets, but it is giving you an attack that cannot be defended against for a relatively low cost. This just seems odd to me...wouldn't it have been a little better, maybe, to just make "Area Effect" mean that your attack struck at everything in the area, but the things in the area got a normal Dodge defense like with any other ranged attack? Then if you wanted to make a "filling" AE attack that just plain hit, there could be another modifier that would let you do that for a higher cost (if your GM allowed it). Explosions make a little more sense--though honestly I don't like the top level (Damage divided by yards) as it can result in a similar effect for the person at the center (and yes, I know being at the center of an explosion should very realistically be very bad, but in game terms, saying "it doesn't matter what you do, you can't defend" doesn't seem very good to me). Am I just horribly misinterpreting something here? I understand GURPS is a system that requires a lot of GM management to run smoothly sometimes, but this just seems like an odd cost/benefit relationship if I'm reading it right. (Especially as there's no "Can Be Dodged" modifier that I can find anywhere...) |
Re: Area Attacks--Am I Missing Something?
I don't think it helps a great deal, but I would note that area effect attacks don't automatically hit. You have to make an attack to deliver them to the desired location...and if you try to hit someone and they dodge, your attack isn't necessarily going to go off right next to them!
However, you can make your attack on the space your target is in rather than the target themselves. Spaces don't dodge, and you get a bonus to hit too. |
Re: Area Attacks--Am I Missing Something?
Yeah, I noticed that about the spaces recently. O_O That's a +4 bonus, right? That's quite considerable, enough for someone with moderate skill (and it isn't all that hard to get high skill, but that's beside the point) to absorb a decent range penalty.
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Re: Area Attacks--Am I Missing Something?
The Bombardment limitation (p. B111) will cause an area effect to attack some targets and not others. The Blockable limitation (p. P110) will allow Block or Parry active defenses. Resistible, DX (pp. B115, P105) will allow a DX roll to avoid the effect (without diving or retreating) -- Resistible, Dodge might be legal. Another way to build an "area effect" that can be dodged is to use Rapid Fire and require that the attack use the Spraying Fire mechanic (p. B409) to attack multiple hexes.
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Re: Area Attacks--Am I Missing Something?
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But yeah...it just seems odd to me that the attack by default is so unstoppable...normally you have to build on the attack's power with modifiers to make it particularly unstoppable (something I advise generally not allowing unless you're going for that kind of style), but with an AE attack, it's strong to begin with and you have to apply limiters (or require them, if you're the GM and worried about this) to reduce its problematic nature. |
Re: Area Attacks--Am I Missing Something?
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I suspect there's some discount involved for the potential inconvenience of an area of effect. (AoE 2 yd radius + Dissipation does full damage in a 1 yd radius and is +0% net.) |
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I agree with your point, though ... if your interpretations is correct, and it seems to me that it is, RAW AE either seems waaaay underpriced or waaaay overpowered. EDIT: when you think about it, though, RAW AE isn't very realistic: damage that doesn't dissipate from the center, but does uniform damage through a set area, and simply "ends" at the border of the area. Most realistic area attacks are going to have some other modifier - Cone or Explosion, etc, which function by more realistic rules. |
Re: Area Attacks--Am I Missing Something?
Straight AE attacks are GREAT for smashing an area with Gogs Giant Foot ;)
Summoning your god to stomp on the opposition isn't very realistic, but it's a pretty straight forward Innate Attack - realistic effects aren't the majority use here, except with toxic attacks and possibly FP attacks. * I can't remember the name of the orcish deity. It's a spell from Warhammer anyways - a big god goes stomping across the battlefield and anyone caught under his feet suffers the obvious consequences. Can be simulated by putting your 4 year old on the game table. |
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An AE isn't, really, a realistic attack. It's a comic book ability, or representing something very large hitting an area (fly swatters in that Vermin campaign). |
Re: Area Attacks--Am I Missing Something?
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You're looking for Gork and Mork. Specifically, The Foot of Gork and Gork's Warpath. |
Re: Area Attacks--Am I Missing Something?
To be clear, I'm not looking at this from a realistic angle--I'm looking at it from a game playability one. Yeah--straight AE physical/energy damage attacks are not realistic (arguably, a poison cloud sort of thing is, though), and if you're building a realistic game you should basically just go with Explosion/Frags instead (if you even bother with building things as advans instead of using GURPS honestly-quite-good selection of existing explosives). The way that you could "realistically" dodge an AE attack is therefore not really a concern, since an AE attack really can't be said to exist in reality for the majority of attack types. Furthermore, what is "realistic" depends somewhat on what an AE attack means to you: the GURPS books use the "fills an area" interpretation, which means that, correct, it wouldn't be strictly realistic to allow someone to "dodge" it unless they could actually leave the area by doing so. However, another interpretation is just that the attack hits the area and attacks everyone in it with individual bolts/beams/etc. (just a multi-target attack defined by attack zone rather than number of shots), in which case a dodge is indeed very realistic. That said...that's pretty clearly not what the GURPS books are going for.
Anyway, just wanted to make sure I was indeed properly reading the rules and hadn't missed something, and it seems that I was reading it right. For anyone interested: my opinion, in general, on this is that AE is overpowered for its price: the default meaning of AE should probably be more along the lines of the multi-target attack, above: it just attacks everything in the area with a single attack roll, and they get to defend as normal for a ranged innate attack. That, in my mind, is more than enough value for +50% per level. Then, if someone wants to do a "fills the area" type, that could raise the cost (I'd say at least +100%, but honestly, I could see going further if you're actually going to almost completely disable active defense with this thing--though it should still be lower than the full +300% for disables Active Defense, as there are indeed some types that work against it: cover, getting out of the area, and certain power-based defenses.). I guess the main reason I have a problem with this, honestly, is that GURPS is a system in which one hit can massively change the course of the battle--it isn't like in some other systems, where you're likely going to be hit time and time again and still be able to go on fighting perfectly well (though I'm sure there are GURPS character builds that can do that, likely via high DR or using DR to represent more HP, or using Injury Tolerance). And that's a strength of GURPS, to me, by the way. But this--which basically guarantees a hit and doesn't cost so much that it's prohibitive to mess with it--doesn't really play nice with that idea. It's relatively easy to create a fairly low-CP cost attack with this that is astonishingly lethal to any active defense-focused character build (your stereotypical fantasy martial artist, expert swordsman, acrobatic thief, ninja, etc.). This resonates a little more with me, I guess, because in our game 3 out of the 4 player characters are low-DR, active-defense focused characters...and we frequently run into enemies of the same type. So, basically, this attack would probably be massive death to the majority of the combatants out there. Anyway, I've got some solutions for the game that I'll be looking over (likely just using the multi-target attack version above unless another modifier such as Respiratory Agent, which has its own specified reasonably common defense, is also used--that way we can still allow AE attacks that aren't "explosions," but they aren't superlethal), but wanted to make sure I wasn't overlooking something that would negate any need to modify/exclude this power first. |
Re: Area Attacks--Am I Missing Something?
The Reason it is cheaper the +300% Cosmic, is it hits every thing in the area wither you want to or not, the the very least it is extensive coloratura property damage, if not allies or innocents, All taking the full damage that you're tring to hit your target with.
where the Cosmic one only the target is getting hit by the precision shot, unless less you over penetrate. |
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Re: Area Attacks--Am I Missing Something?
Sorry for reviving this.
I know it is not realistc. But it dos not mean that it can be unballanced. Right? The problem here is that with a Skill 12, you can hit anyone near allowing no defense for just +%50 and causing large area injury. How can this be ballanced? In my campaing, I changed the cost for 2yd to +200%, 3yd +400%, 4yd +600% and so on. I mean, it is really overpowered in a campaing that 99% of the characters have move no more than 10. You can with a 2 yd, easily hit more than one target, assuming you are automatically hitting the one in the center. So, 200% looks very fair. |
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I've actually been wondering for a while how someone might stat up the (highly cinematic) ability to, D&D-style, "make a Reflex save" (i.e. Dodge) and somehow avoid the worst of an area attack, even if it shouldn't be physically possible to move in a way that would make any difference. Of course, it wouldn't be that hard to literally stat up the half-damage thing (just do Damage Reduction with "only AoE attacks" and "Dodge roll required"), but I'm not sure that's the best way to translate that ability into GURPS. |
Re: Area Attacks--Am I Missing Something?
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I more tried and true method would be to allow an imbuement/TBAM skill "roll with attack" that gives you IT:DR against one attack (costs fatigue, requires roll, etc). The concept isn't any more unfair or unreasonable than the other cinematic skills. You'd just have to decide what fatigue costs and skill penalties make it "fair" for your game. |
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Area Effect can probably be toned down a bit with a few adjustments. First, require it to have a point (or plane, if it's more like a wave than an explosion) of origin, set when the ability is designed; this will typically be the center (something that truly just fills an entire area instantly needs a further Enhancement, possibly just straight up Cosmic: No Defense Allowed +300%). Any cover between the point/plane of origin will provide DR against the attack, but only so long as you succeed at your Dodge roll to properly get behind it. It may not be inappropriate to define the first level of Area Effect as simply filling a single hex, however, then a further +50% per additional hex of radius (or +50% per doubling; this makes most Area Effects have a further +50% compared to their current builds). |
Re: Area Attacks--Am I Missing Something?
A 2-yrd AOE rarely gets more than one enemy, it's 50% more for a tough to dodge effect. But also a straight AOE effect rather than an explosive attack would be pretty rare.
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In particular, effects that fill a space with flame are something of a thing. Even in real weapons - thermobarics are like that if you're close enough to them. And magic effects that flood an area with a wide variety of Bad are common in gaming and not rare in fiction either. |
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