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#1 |
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Join Date: Dec 2007
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No, it's the other way around if I understand that rule right. Higher skill above 16 still works to neutralize defender resistance which is also above 16.
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#2 | |
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Join Date: Nov 2009
Location: GMT-5
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Quote:
EDIT: Higher skill lets you roll even odds against higher Will, sure. But who wants even odds? That's where the FP comes in. Last edited by Edges; 06-18-2010 at 04:48 PM. |
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#3 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Ghostdancer
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#4 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I still don't see the reason for the rule of 16. Why can't an incredibly bad-ass supernatural threat simply crush weak-willed opposition like a t-rex would crush a squirrel?
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#5 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Seriously though, Cosmic, no rule of 16, is a +50% modifier found in GURPS Psionic Campaigns, your BAST just needs to slap that onto his power and he's good to roll. Ghostdancer
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#6 |
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Join Date: Nov 2009
Location: Albuquerque
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Im down with the cosmic enhancement, but if you want a more generic form, let's take a rule of 16 effect into place.
I say if your skill is sufficiently high that it is capped by the defender's will, (eg 16+) Brute Force can effectively lower the will for an FP expidenture maybe -1 will for 2-3FP?. It's not too much of a gain at that point, but makes it tactical enough to consider. You could also model Brute Force as a "mental feint" if you want to forgive the comparison. Make a check as usual with the usual defenses, and for every point you beat the defense by, you give them a penalty on their next defense, perhaps you "lured" them out of the maze, causing them to cause a lapse in attention, or w/e. If feints exist in physical combat, with "ruses" (IQ-based feint), why shouldn't similar things exist in psi? Or, you could just assign a house rule that says, -3FP for -1 will, or something similar. To be honest it's not THAT broken, and if there are too many targets, a severely exhausted psion is going to be eaten alive. |
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#7 | |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Quote:
Since it's usually easier to push an attack higher with fewer points than a defense, GURPS gives mental defense a shot in the arm by effectively saying that someone who has specialized in defense will never have less than a 50-50 chance of resisting an effect. |
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#8 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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#9 |
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Join Date: Dec 2007
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Failing a dodge roll against a high ST grappler or an HMG doesn't automatically mean you've lost and now will be used as a tool against your side. You can still make your saving throw versus death.
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#10 | |
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Quote:
Secondly, physical defenses usually have more ways of boosting them than mental defenses. Someone who's dodging can retreat, dodge and drop, find cover, all-out defend, etc, while parrying and blocking can also be raised very high by investing in the relevant skill, and most GMs are more willing to allow extremely high (20+) skill levels then they are to allow extremely high basic attributes. Also, physical defenses are more easily layered - you can buy armor that can save your ass even when your active defense fails. Most mental defensive gear simply add to your resistance roll, rather than providing a backup defense if your first fails. Finally, people often react worse to mental "damage" than to the strictly physical. Players tend to like to think of their characters as perfect avatars of their will; taking that away can lead to more of a sense of violation and anger than simply losing hit points could ever inflict. For all these reasons, I agree with GURPS' designers that a bit more primacy to mental defense than physical is a good idea. |
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| Tags |
| psionic powers |
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