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#21 | |
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Banned
Join Date: Oct 2007
Location: Europe
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It makes no logical sense that you can pay FP to use a non-supernatural ability to run around a combat-aware being (IQ 3+ and not suffering from Stun, Combat Paralysis or the like) and shiv it in the back. I vaguely recall that D&D 3rd Edition may have had no facing rules. The tactical rule was about whether a combatant was flanked or not, and based on that I'm inferring that there was ny defined facing, rather everyone was always assumed to be facing in the most logical direction provided the being is aware that he, she or it is involved in combat. Thus if somoene were to pay FP to move real fast to run around the being, the being would naturally turn in response to that, and so it wouldn't be possible to backstab it. RPG combat is always based around units taking turns to move, whereas in real life movement is simultaneous. But it's still important to make sure that the rules don't encourage actions or combinations of actions that would have absolutely no truck in real life, and I've been in favour of assumed facing, as opposed to explicit facing, for the last many, many years. |
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#22 | |
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Banned
Join Date: Oct 2007
Location: Europe
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And in a world where Mind Control is a thing, either because it's in fairly widespread use or because people worry about it, Enchanted items to give a bonus to resist Mind Control would be common. If they can be mass-produced, then world economics would make even +3 or +4 resist items fairly affordable. |
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#23 | |||||
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#24 | |
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Join Date: Oct 2014
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#25 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Blind Fighting should allow you to ignore facing penalties for locating enemies.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#26 |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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On the facing rules, I defend GURPS implementation as superior to any other game I've played.
I really don't like the radially symmetric D&D 3.X characters, where in order to get position advantages, you need to have a friend to give you "flank". In fact, unless you're playing one of the few classes with access to sneak attack, you could turn invisible, go completely unnoticed, and behind your target, and you would still do zilch. That's not acceptable to me. Real scenario, my the SO was playing a sorcerer who became invisible, and sneaked behind a NPC guard. Since the guard had no DX bonus, it's AC was unchanged by the fact that it was being attacked by invisible opponents. GURPS, however, would have resulted in the guard not being able to defend, and so even if the attack wasn't very strong, it could have been aimed to a vulnerable location for extra effect. Speaking of sneak attacks, in my games, I've changed the surprise ST on the thief, unholy warrior and assassin templates to give it's bonus if the target is denied it's active defense roll, meaning that if the character gets to place itself at the target's back at the beginning of it's turn, it gets the extra damage. It's a small boost, but it helps making "roguish characters" more viable in melee. Remember, if you run around your foe to strike at it's back, it's still a flank attack, not a rear attack. It's only if you start the turn at the target's back that you get the benefit of a rear attack. |
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#27 | |
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Join Date: Aug 2004
Location: Austin, TX
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I've played a spellcaster with a Threshold of 30 and a Recovery of 45 (and a less punishing calamity table), and you cast at a reasonable rate: a couple of buffs, 1-2 big spells in combat. You no longer hold up the entire party for 30 minutes after every fight while you rest. Sometimes you risk Calamity to cast an extra big spell, and if you think you're going to have an extra day without adventuring, you may go way over your Threshold for a critical spell or two. In some ways, it's less book keeping. Instead of keeping track of fatigue that is constantly going up and down (cast spells, rest, cast spells, rest, etc), you have a Tally that just goes up, and then goes down a lot once a day. I don't know how well it would work for semi-casual players, but I don't think it would be worse than the standard rules.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#28 | |
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Join Date: Aug 2004
Location: Austin, TX
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I've allowed Luck and Destiny Points. They're both useful. I've had a couple of boss monsters use Destiny Points, mostly to prevent dying to a lucky critical hit on the first round of combat. Bruno's most recent game used some alternate pricing methods. It was pretty complicated and made it hard to use the published templates. I personally like breaking Perception and Will out from IQ, but it's not for everyone and is more useful in a game without templates than a game with templates.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#29 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#30 | |
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Banned
Join Date: Oct 2007
Location: Europe
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To emulate a world metaphysics in which casters cast spells somewhat rarely but often bigger spells. If so, you'd need to change the values drastically to adapt Threshold Magic to something that'll work in a dungeoncrawling paradigm. |
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| Tags |
| dungeon fantasy, edge protection |
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