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#11 | |
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Join Date: May 2013
Location: Ellicott City, MD
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#12 | ||
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Join Date: Sep 2007
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#13 |
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Join Date: Dec 2007
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Sure if they know it's going to bounce back. But if they know it's going to bounce back, then why are they shooting?
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#14 |
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Join Date: Aug 2004
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Yeah. I think Craig had the right idea. If you had no idea you were shooting at someone with Reflect Missiles, you won't be expecting the attack. Unless you're ignorant of magic (in which case, there might be some Unusual Background required of the mage), then you'll probably figure out what happened and look for some other target, or another way to get at that one.
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#15 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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There's a case where I'd let a shooter try to dodge an unexpected Reverse Missiles. If you have and are using the Tracer Eyes perk (Tactical Shooting p41) and the range is great enough that the bullet will take a half-second or so to return, diving for cover seems plausible.
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#16 | |
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Join Date: Jun 2010
Location: Dreamland
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#17 |
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Join Date: Dec 2008
Location: Behind You
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This is my feeling. If you shoot a bullet, you get hit. The spell is reversing it right at you so there's no way you could evade it. Basically, don't shoot is my feeling on bullets.
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#18 |
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Join Date: May 2013
Location: Ellicott City, MD
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Unless magic is known, and you can load up some meteoric iron bullets. Won't that be a nice surprise for the mage?
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#19 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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I have to ask, because apparently the RAW is still the same as from 2e Magic (which is to say 3e GURPS) there was something that never made sense to me but it rarely came up in play so I just went with it.
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If the attacker misses his "to hit roll", then isn't he missing the target protected by Reverse Missile and thus the Spell never "activates" against that particular shot? Even in if the attacker missed a roll against a different target, crashing into Reverse Missile by accident, the spell should return the shot along the path from which it came, in which case the original target should risk being hit (if still in the line of fire) and then the attacker should still risk being hit (again, if still in the line of fire). I know it is "magic", but it strikes me as more complicated to have the Spell work in any fashion but reversing the missile and sending it back along the path from which it came at (roughly) the same speed at which it hit the Reverse Missile effect.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 06-16-2014 at 11:44 AM. |
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#20 |
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Join Date: Feb 2005
Location: Berkeley, CA
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I can't find my copy of 3e magic at the moment, but IIRC it specified that you couldn't dodge the first reflected shot, but you could dodge subsequent reflected shots (why you are continuing to shoot at someone with reverse missiles is not addressed).
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| Tags |
| reverse missiles, scatter |
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