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#21 |
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Join Date: Nov 2011
Location: South Dakota, USA
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Testing for the duration to expire? Trying to still scare the protected target (people can still be scared by things they "know" they are protected against)? Protected subject leaping into the way of what would have otherwise been a successful shot against someone/something else? Failed "Curious" SC check?
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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! :) |
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#22 |
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Join Date: Jun 2010
Location: Dreamland
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Reverse Missiles is the maintained spell. There is also the Blocking version, and you don't know which is up until the second shot (or if they only have the Blocking one, to drain their FP).
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#23 | ||
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Join Date: May 2011
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*starting anything with a phrase like that makes it seem pretty suspect, but it does seem ambiguous and open to interpretation of what is supposed to be going on |
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#24 | |
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Join Date: May 2013
Location: Ellicott City, MD
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#25 | ||
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Join Date: Nov 2011
Location: South Dakota, USA
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Quote:
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So again... if I fire an arrow at a someone protected by Reverse Missile and I miss, it seems strange that the "area of effect" and mechanics involved in "reversing" the missiles are such that my missile isn't just... well... reversed back at me. I may have missed the subject of the spell, but if I still hit the area of effect, my missile should be reversed to follow its previous path right back at me... shouldn't it?
__________________
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! :) |
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#26 |
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Join Date: Sep 2007
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Even if it does follow its original path back to you, why would that guarantee damage (that is, no defense to the hit is allowed)? The shooter might well have moved by that point. Characters in combat are always moving. Also, the original hit might not have succeeded versus the target's defense, either -- and one valid way to interpret that is that the GURPS "hit" wasn't an actual contact of the missile. Similarly, neither is the return hit.
Or to argue in magical terms, the spell basically just symbolically replaces the caster with any shooter for the purposes of a ranged attack, so the shooter is really shooting at himself. The magic makes things such that that's the net effect. The exact physical details aren't even important for the similarities and correspondences involved. The only hit that gets rolled is the one versus the shooter. |
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#27 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Use the rules for the Reflection enhancement for Damage Resistance (p. B47); namely, "The attacker doesn't get an active defense against the first attack you reflect back at him, but gets his usual defenses against subsequent reflected attacks. Reflection only works vs. direct hits! It cannot reflect damage from explosions, fragments, poison gas, or anything else that affects an entire area." Reverse Missiles is specific protection against ranged attacks that trace a line from attacker to subject, and once it's no longer a surprise, the returned attack is no easier or harder to defend against than the original attack would have been.
In particular, note that "hit" in GURPS very often means "the attack roll succeeded." It doesn't say anything about defense rolls, DR, etc.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#28 | |
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Join Date: Dec 2008
Location: Behind You
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#29 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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This seems inconsistent with how I would expect things to work, unless there is some bizarre cosmic "fairness" law that states "They weren't trying to hit you, so we won't hit them!" If the spell just takes any incoming "missile" and "reverses" it, shouldn't it simply be a matter of something hitting the spell's area of effect versus not hitting it? An arrow that whizzes by your head (unless the effect of the spell extends out that far) shouldn't go flying back. If someone is firing from a moving position, the missile should fly back to where it originated, even if the firer is no longer present.
__________________
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! :) |
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#30 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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You get a dodge vs. bullets in GURPS because you are moving in a way your enemy cannot predict. If he's behind you or otherwise has the jump, it's assumed that he can predict you; otherwise, you may dodge. In the case of Reverse Missiles, you get to dodge because you are aware of the foe – you're shooting at him, after all! Your movement is therefore assumed to be evasive with respect to him; it isn't as though you wouldn't get a Dodge roll if you both had pistols and he shot 1/100 of a second after you did. An attack returned with Reverse Missiles is essentially indistinguishable from that case. Perhaps most important, the bullet has a finite travel time to and then back from the person with Reverse Missiles, during which time you may well budge . . . and of course you and your target don't have the same exact shape or profile, so a hit on him may well barely graze you.
As for misses, the idea is that for the sake of drama, you treat all misses as near-misses: hair-parting grazes, last minute flinches, etc. They would've hit but for random bad luck. The effect extends at most to the target's hair, clothing, etc. so that this can happen. Wide misses with more air between them and the target don't occur ". . . because magic."
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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| Tags |
| reverse missiles, scatter |
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