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#1 |
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Join Date: Sep 2004
Location: Chicago
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I've been playing with DF11. Master of Disarms is giving me some trouble - in particular the bit about adding +2 to ST only when trying to break a weapon. I've been looking at the Martial Arts book's examples of AddMode in modifiers and am lost. I can see how to set a new damage amount, but I not figuring out how to add to ST for that one attack. Any thoughts or suggestions? Thanks.
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#2 |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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First of all, I need to know how you're trying to build this ability. Are you building it as a single advantage (as it's presented in DF11) or from it's component parts? Actually, why don't you go ahead and post the code you've got for it.
__________________
Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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#3 |
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Join Date: Sep 2004
Location: Chicago
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Sorry. Yes, I should have done that. I was hoping to create a new attack mode with the modified ST called Weapon Breaking.
I'm going with the "as one advantage" model because I think that makes more sense than creating a bunch of "do not use" perks and techniques and then create the usable meta-traits. While I appreciate looking "under the hood" in the book, I don't think it's really appropriate for the gdf, no? Code:
Master at Disarms (%MeleeWeaponSkill%), 10, page(DF11:12), cat(Combat Power-Ups), conditional(+5 to SK:%MeleeWeaponSkill%), notes(Offsets up to -5 in penalties to hit a weapon, +5 Quick Contest to disarm, +2 ST to break a weapon),x(_ #ChoiceList(_ name(MeleeWeaponSkill), title(Retain Weapon: Choose a combat skill), text(Choose a combat skill from the list:), picksallowed(exactly 1), method(bynumber), list(_ Axe/Mace, Broadsword, Flail, Jitte/Sai, Knife, Kusari, Lance, Main-Gauche, Polearm, Rapier, Saber, Shortsword, Smallsword, Spear, Staff, Tonfa, Two-Handed Axe/Mace, Two-Handed Flail, Two-Handed Sword, Whip _ )_ )_ ) |
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| Tags |
| addmode, disarms, dungeon fantasy |
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