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Old 04-06-2020, 09:46 AM   #13
DouglasCole
Doctor of GURPS Ballistics
 
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Join Date: Sep 2004
Location: Lakeville, MN
Default Re: [MA: TG] Preventing Movement with Telekinesis

Quote:
Originally Posted by Plane View Post
I guess if it was permissible to allow CP to reduce DX into the negative that getting someone to -6 DX would mean that even if using +8 to hit (all-out determined telegraphic) that their effective skill being merely 2 (below the 3 minimum to do attacks) would prevent attempts altogether?
that's what I was going for with my quip, yes. Skill can mean a lot of things, and the ability to execute moves while under duress is one of them. We say "subtract points from DX" because it's quick and a nice short-code for "anything impacted by overall coordination is also impacted by this." But if you have someone kickin' around at DX+10 for Skill-20, then you can either rule that as soon as DX hits 0, you're done, regardless of skill, or say as soon as your skill drops below 3, you're done. I've always done the second.
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