Re: Reverse Missiles - Can you dodge?
Quote:
Originally Posted by Kromm
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."
|
I think I get it. This might not quite be a RAW accurate example, but a PC archer targeting an NPC mage he doesn't realize is protected by Reverse Missile rolls a miss by 1 for an area where that doesn't hit anywhere else. A generous GM could treat it as being so close of a shot that it triggers "Reverse Missile"; as the shot would have barely grazed the mage's hair or clothes, the GM has the returned arrow similarly barely miss the archer, who likely now realizes that the mage is indeed protected.
Am I close?
__________________
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! :)
|