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Old 04-06-2017, 02:12 PM   #1
trooper6
 
Join Date: Sep 2004
Location: Medford, MA
Default Re: [Rules] Feverish Defense Clarification

Pedant: Not between your turns...because there is no between your turns. Your turn starts when you choose a maneuver and ends when you choose a new maneuver...there is never a moment when you are not "in a turn"...this is important.

So, MA131 says of Extra Effort:
Quote:
"You may use no more than one offensive option (Flurry of Blows, Giant Step, Great Lunge, Heroic Charge, or Mighty Blows) and one defensive option (Feverish Defense or Rapid Recovery) per turn."
So...only one Offensive and one Defensive option per turn.

oFAQ on Extra Effort here: http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.1.2

Says:
Quote:
Can I combine the various forms of Extra Effort in combat, or with an AoA?

No. As per MA, you can only use one offensive and one defensive option, and they don't stack with other powerful combat bonuses. Specifically, you can't combine All-Out Attack and Mighty Blows, and you must pay 1 FP per attack you wish to improve!
So what does this tell us? It says that if you choose Feverish Defense as your defensive option, then yes you can use it multiple times on your turn...in other words, if you defend three times, you can burn 3 FP for three Feverish Defenses. So that is for Question 1.

As for Question 2? No way.
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Old 04-06-2017, 08:50 PM   #2
kdtipa
 
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Default Re: [Rules] Feverish Defense Clarification

Quote:
Originally Posted by trooper6 View Post
...if you choose Feverish Defense as your defensive option, then yes you can use it multiple times on your turn...in other words, if you defend three times, you can burn 3 FP for three Feverish Defenses. So that is for Question 1.

As for Question 2? No way.
I am entertained that you gave citation and reference to other sources to back up the answer to the first question, and then just said "no" for the second question. :)
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Old 04-07-2017, 06:47 AM   #3
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Default Re: [Rules] Feverish Defense Clarification

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Originally Posted by kdtipa View Post
I am entertained that you gave citation and reference to other sources to back up the answer to the first question, and then just said "no" for the second question. :)
The basic rule is clear in that you spend 1FP and get +2, not +2 for each FP.

But if you are using the Godlike Extra Effort and/or Trading Fatigue for Skill rules (Powers 161), allowing multiple FP for multiple effect might make a reasonable houserule in the same vein. But the same "Handle with care!" definitely applies in that case.
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Old 04-07-2017, 09:53 AM   #4
Ulzgoroth
 
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Default Re: [Rules] Feverish Defense Clarification

Quote:
Originally Posted by trooper6 View Post
So what does this tell us? It says that if you choose Feverish Defense as your defensive option, then yes you can use it multiple times on your turn...in other words, if you defend three times, you can burn 3 FP for three Feverish Defenses. So that is for Question 1.
No, that doesn't tell you that!

That Mighty Blows and Flurry of Blows cost per attack enhanced is part of the text on BS357. There's no analogous text for Feverish Defense, and nothing in Basic or the FAQ quote tells you that you can use your one option repeatedly.

To be fair, though, there's nothing in either of those places that says you can't either.
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Old 04-09-2017, 09:01 PM   #5
KarlKost
 
Join Date: Mar 2017
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Default Re: [Rules] Feverish Defense Clarification

Uses 5 FP on extra effort to get +10 skill on attack.

Make Deceptive Attack with -10 skill to give -5 defense to target.

Any kind of those options to spend tons of FP for a single use of Extra Effort are both totally unrealistic and unbalanced
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Old 04-08-2017, 11:09 PM   #6
trooper6
 
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Default Re: [Rules] Feverish Defense Clarification

Quote:
Originally Posted by Hellboy View Post
So average HT 10 human could spend 7 FP to increase Dodge 8>22 if threatened by a very deceptive attacker?

Or actually 25 if retreating...
No. No one in this thread has said that you can spend more than one fp on a roll. Everyone has all said that is a no-go.

An average HT 10 human can spend 1fp to increase one Dodge from 8 to 10.

What seems to be in debate is if you can have a Feverish Defense more than once a turn.

So if you dodge three times during your turn, can you spend your 1fp for Feverish for all three dodges that turn...or only for one of the dodges.

But
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Old 04-10-2017, 05:30 AM   #7
Anders
 
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Default Re: [Rules] Feverish Defense Clarification

Quote:
Originally Posted by Hellboy View Post
So average HT 10 human could spend 7 FP to increase Dodge 8>22 if threatened by a very deceptive attacker?

Or actually 25 if retreating...
Quote:
Originally Posted by trooper6 View Post
No. No one in this thread has said that you can spend more than one fp on a roll. Everyone has all said that is a no-go.
You may rule otherwise, of course. But don't be surprised if it breaks your game.
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Old 04-10-2017, 04:36 PM   #8
corwyn
 
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Default Re: [Rules] Feverish Defense Clarification

Quote:
Originally Posted by Hellboy View Post
If someone did this they could run out if FP pretty quickly. Not sure if it would be that unbalanced. Mooks doing this could better avoid 1 turn defeats from strong PCs. Increases chances of fatigue ending a fight.
It's pretty common for games with EE to not use it with mooks. The whole point of EE, IMO, is to make PCs (and important NPCs) more badass with fatigue as a balancing factor. I've never run or played in a game where mooks used EE. Obviously, there are likely exceptions.
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