Quote:
Originally Posted by Jefepato
I've actually been wondering for a while how someone might stat up the (highly cinematic) ability to, D&D-style, "make a Reflex save" (i.e. Dodge) and somehow avoid the worst of an area attack, even if it shouldn't be physically possible to move in a way that would make any difference.
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"Save for Half Damage" is typically a feature of the spell/ability rather than the character in That Other Game, so might as well make it the same here - apply "Resistible (Dodge)" to half the damage, and you're good. There's an exception that certain classes
do get an ability that lets them change that to "Save Negates," and I think there's an upgrade to it that makes it so a
failed save still results in half damage. That last one is fairly easy, actually - IT:DR (Area Effects with "Reflex Saves"), but the "Save Negates" bit is more problematic, given it brushes against GURPS' "No Such Thing as an Absolute" policy.
Maybe something like a modified Insubstantiality (with Limitations including "Only against area effects with "reflex saves" and "Requires successful Dodge roll").
Area Effect can probably be toned down a bit with a few adjustments. First, require it to have a point (or plane, if it's more like a wave than an explosion) of origin, set when the ability is designed; this will typically be the center (something that truly just fills an entire area instantly needs a further Enhancement, possibly just straight up Cosmic: No Defense Allowed +300%). Any cover between the point/plane of origin will provide DR against the attack, but only so long as you succeed at your Dodge roll to properly get behind it. It may not be inappropriate to define the first level of Area Effect as simply filling a single hex, however, then a further +50% per additional hex of radius (or +50% per doubling; this makes most Area Effects have a further +50% compared to their current builds).