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#1 |
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Join Date: Oct 2019
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Wow, thanks for taking time to think about all that! Seems well-reasoned and fair towards the point value, given the utility and severe limitation imposed by the falloff described in Explosion or Dissipation for abilities that don't also generate Fragmentation or Hot Fragments damage. I wasn't aware of the incidental fragmentation rules, so that helps too. All in all, I found the point cost for creating a useful implosion effect that realistically falls off with distance (or that affects a useful radius) far exceeds the point cost for simply creating near instant-kill or instant-incapacitation abilities. Varyon's ideas sound fairly balanced, so far.
Something else to consider for an attack of this nature are these optional limitations: http://forums.sjgames.com/showpost.p...7&postcount=12 Bonus question 1: I found the rules concerning contact explosions and explosions in enclosed spaces (B.415) and saw that there are rules for multiplying damage by up to 3x or automatically applying maximum possible damage on your available dice. Perhaps, given that implosions and gravitational attacks aren't well covered or easily described in GURPS, how fair would you say it'd be to apply one of these modifiers, or something like them, in this particular case? As far as I can tell, Explosion's damage falloff is calculated based on the idea of an attack that generates single-pulse forces reliant on the physics of a 1G, Earth-like atmosphere or the behavior of ordinary forms of matter/energy like light or fire. Perhaps the damage values for a purely kinetic ("passively kinetic"?) ability like creating a gravity well should be tweaked? Bonus question 2: If you were the GM and you allowed a gravity-based ability like this, how would you handle the fact that targets with higher mass are gripped tighter by gravity and have more inertia/momentum to overcome? Would you consider the target's ST or HP or anything else, and somehow apply that to the attacker's damage roll? |
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#2 | ||
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Join Date: Jun 2013
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Quote:
Contact is probably OK to increase knockback, but anyone in direct contact with your attack is at the epicenter and thus has nowhere to go, so it doesn't matter. Quote:
*This makes things more complicated. Basically, you're generating an additional gravity vector, which gets combined with local gravity to generate the effective gravity. For example, on Earth you have a 1G gravity vector pointing down. If you create a 1G gravity field that pushed north, what you'll actually end up with is a 1.4G gravity vector that points at a 45-degree angle toward north and the ground (making it feel like you're on a 45-degree slope pointing north, and at +40% gravity to boot).
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GURPS Overhaul |
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#3 | ||
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Join Date: Oct 2019
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Quote:
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| Tags |
| cosmic, crushing, cumulative damage, knockback, very rapid fire |
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