Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-05-2020, 07:17 PM   #10
DoctorJerk
 
Join Date: Oct 2019
Default Re: How Do I Build This? (Graviton Pulse Field/Graviton Surge)

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?
DoctorJerk is offline   Reply With Quote
 

Tags
cosmic, crushing, cumulative damage, knockback, very rapid fire

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:26 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.