Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 12-21-2012, 09:59 AM   #11
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: Dodging very large weapons

Quote:
Originally Posted by Gollum View Post
And why not just using the table of difficulty modifiers?

After all, these modifiers are generic and made for every kind of rolls. So, they should apply to dodge as well.

They may have to be divided by two, though, because numbers are often divided by two when dealing with defenses: all-out attack, +4 and all-out defense, +2, for instance.

Thus, dodging a telephone could be considered as a difficult action and have a -2 modifier (instead of -4). Or, if the GM really insist on the fact that it is outstandingly difficult, -4 (instead of -8).
ahh, but how do you price that? this is intended for characters to be able to access.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is offline   Reply With Quote
Old 12-21-2012, 10:42 AM   #12
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Dodging very large weapons

Quote:
Originally Posted by ericthered View Post
ahh, but how do you price that? this is intended for characters to be able to access.
Whatever mechanism is used, it's an inherent property of certain weapons, and therefore works at no specific cost to the user. They just need to have an appropriate weapon and the ST and skill to use it.

Gets a bit trickier if you're wanting this for an Innate Attack.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 12-21-2012, 10:52 AM   #13
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: Dodging very large weapons

Quote:
Originally Posted by Ulzgoroth View Post
Whatever mechanism is used, it's an inherent property of certain weapons, and therefore works at no specific cost to the user. They just need to have an appropriate weapon and the ST and skill to use it.

Gets a bit trickier if you're wanting this for an Innate Attack.
Sadly, I do. We're working with 10 foot blades of invisible force. No, this is not for a supers game, its actually fantasy.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is offline   Reply With Quote
Old 12-21-2012, 11:13 AM   #14
tfaal
 
Join Date: Feb 2012
Default Re: Dodging very large weapons

It should be balanced to trade -4 to hit for -2 to the enemy's defenses in all circumstances. Buy 4 levels of Reliable to compensate. You can do a "telegraphic attack" to undo your built-in deceptive attack, as normal. The fact that you can't do a real telegraphic attack, combined with the fact that you maintain your deceptive attack even if your effective skill is below 10, amounts to a special effect.
tfaal is offline   Reply With Quote
Old 12-21-2012, 11:25 AM   #15
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: Dodging very large weapons

Sounds pretty good, but can you put reliable on an innate attack? it seems ... extremely cheap.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is offline   Reply With Quote
Old 12-21-2012, 12:03 PM   #16
tfaal
 
Join Date: Feb 2012
Default Re: Dodging very large weapons

According to the text of reliable, it works "exactly like Talent" only stipulating that it "can't affect anything a Talent wouldn't affect" and that it "isn't appropriate for ranged attacks", recommending Accurate instead (Accurate is the same price, but an Acc bonus instead of a skill bonus). Talent states that it "acts as a bonus to all success rolls against attributes, secondary characteristics, or skills to use the power’s abilities. This includes rolls to activate, attack with, control, or defend with those abilities." So it seems highly kosher to me.
tfaal is offline   Reply With Quote
Old 12-21-2012, 12:04 PM   #17
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Dodging very large weapons

Quote:
Originally Posted by ericthered View Post
Sounds pretty good, but can you put reliable on an innate attack? it seems ... extremely cheap.
I believve Reliable is forbidden for attacks.

-2 to active defense for a melee attack is clearly worth no more than 16 points. (The maximum cost of +4 applicable skill.)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 12-21-2012, 12:06 PM   #18
tfaal
 
Join Date: Feb 2012
Default Re: Dodging very large weapons

Quote:
Originally Posted by Ulzgoroth View Post
I believve Reliable is forbidden for attacks.

-2 to active defense for a melee attack is clearly worth no more than 16 points. (The maximum cost of +4 applicable skill.)
I thought that too, but there's nothing I can find in the text to support that conclusion. If there's a more canonical way to improve your skill with an innate melee attack, I'd love to see it.
tfaal is offline   Reply With Quote
Old 12-21-2012, 03:59 PM   #19
kirbwarrior
 
kirbwarrior's Avatar
 
Join Date: Jun 2010
Location: Dreamland
Default Re: Dodging very large weapons

Quote:
Originally Posted by Ulzgoroth View Post
I believve Reliable is forbidden for attacks.

-2 to active defense for a melee attack is clearly worth no more than 16 points. (The maximum cost of +4 applicable skill.)
It's been pointed out to me a few times there is nothing forbidding it. And that Reliable is fair at +10% for ranged attacks (double that of Reliable), or to just use Cosmic: Rules Break +50% to allow Reliable.
__________________
Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
kirbwarrior is online now   Reply With Quote
Old 12-21-2012, 04:16 PM   #20
chandley
 
Join Date: Aug 2004
Default Re: Dodging very large weapons

If you are doing this as an innate attack, buy Area of Effect +50%, Persistent +40%, Wall +30%, and Melee Attack Reach 1 -25%. Reach on the Melee Attack represents you swinging your arms, the giant invisible force sword blade then lands wherever you place the wall.

For +95% on your Innate Attack, you can now charge up a giant blade that hangs around for 10 seconds, attacking anything in a 1 yard wide by 6 yard long column, starting anywhere within 1 yard of you and proceeding along any direction from that point. You make an attack roll to hit, and might scatter a little bit if you somehow miss the hex you where aiming at, but you dont have to roll to hit anyone in the area. Instead, they are automatically hit unless they can dodge and drop out of the area of effect.

Id apply the scatter to the end point of the wall, meaning your point didnt quite go where you wanted. Its fantasy, no reason you HAVE to put "cannot parry" on there... It looks ridiculous, but I sense that is what you are going for.

Id call it a feature to be able to move just the one wall. On the one hand, moving the wall is nice, but on the other, you can only ever have one wall. The basic Wall enhancement lets you make 1 wall per attack, and they all hang around for 10 seconds after creation. Moving one wall (that lasts 10 seconds) around seems balanced to that.
__________________
My GURPS stuff
chandley is offline   Reply With Quote
Reply

Tags
dodge


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:40 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.