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#5 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Fort the sake of game balance, Aura shouldn't damage anyone more than once per turn. Otherwise, you'll get silly results in close combat. Measure "turn" from start to start: From when I start this turn until I start my next turn, a given Aura can hurt me only once, no matter what me and the person with the Aura do, either during the active part of my turn or during everything that happens afterward.
Aura (+80%) + Melee Attack (-30%) is worth +50% because it could affect all the attackers around you if they foolishly decided to swarm you in close combat. We eyeballed that as being approximately equal to Area Effect, 2 yards, +50%, which always affects an area of similar size to "my hex and all the hexes around me." The upsides "discourages attackers" and "requires no action" and the downsides "specific trigger condition" and "has no range" looked like a wash. If you start adding what amounts to Rapid Fire to it, it soon gets out of whack . . . if you really want that, buy Rapid Fire and say the Aura can affect each person up to RoF times. For instance, Aura (+80%) + Melee Attack (-30%) + Rapid Fire, RoF 3 (+50%) would cost +100% and be able to affect a given enemy up to three times (say, once for you punching him and twice when he punches you twice).
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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 |
| aura, close combat, unarmed combat |
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