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#1 | |||||
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Join Date: Jun 2013
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Do note that's also ignoring the general GURPS philosophy of You Get What You Pay For. ATR 59+ doesn't come with free Invisibility, it just lets you do 60 Manuevers each time your turn comes around. Part of what I'd like to discuss is how to be able to use Vanish (which really is a better name for it than Backstabbing) without needing to duck into some cover or have the targets look away. Flash Step's momentary invisibility needs to work even when the target is looking right at you and you're in a featureless plain (but, again, the target should be capable of seeing you move if they have good enough stats and/or roll well enough). Obviously Obscure 10 would work (it completely blocks the target's sightline), but how much weaker of an effect can do the trick? Can someone with Chameleon 1 [2] attempt to Vanish in plain sight, for example?
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GURPS Overhaul |
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#2 | |
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Join Date: Aug 2007
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So what if they move and then do stuff? There's no reason to try and limit these kinds of characters to one Maneuver per second. Give them another Maneuver that can only be used for movement and you're covered without game mechanical complexities or stretching Step all out of shape.
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Fred Brackin |
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#3 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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My version uses ATR, but in retrospect uncapped Move and Attack is just cleaner.
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#4 | |
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Join Date: Jun 2013
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And I can think of other uses for that skill. When using a Flash Step for a Retreat (or Slip/Sideslip), you can roll against that skill to get a +2 to your defense, much like for an Acrobatic Defense (and just like there, a failure results in a -2 to defense). It could also serve as a limiter for Stealth (for the Vanish attempt) and Acrobatics (for a tighter turn radius or similar; replace with Aerobatics for flyers and Aquabatics for swimmers; note Perfect Maneuverability removes the need for this roll). You could probably even use it for a Feint (with an appropriate Perk). I'm now thinking my pricing is too low, however, after reviewing a bit of Mark Skarr's thread. Compared to his Teleport, mine has the advantage of being a Step (and with the modifications above, that means it can be used with Move to travel up to 3x its nominal distance) and the disadvantage of requiring the character to actually traverse the intervening distance (so you can't use it to cross a chasm unless you could leap across anyway, for example). I think that works out to Teleport being a bit better at 3x the nominal distance for Flash Step, but if I go with my initial thought of [10] for a Move equal to half a Step, that's something like Flash Step [10] vs Teleport [40] + Enhanced Move 0.5 (Teleport; Reduced Time +10%**) [11], which is more than "a bit" (it's [10] vs [51]) Flash Step 2 [20] (full Move) vs Teleport [40] + Enhanced Move 1.5 (Teleport; Reduced Time +30%**) [39] is similar, although the difference isn't quite as pronounced ([20] vs [79]). So I'll need to give that some further thought (and dig a little deeper into Mark's thread). And please, don't forget the question of breaking the foes' sightlines to allow for Backstabbing/Vanish to be used. *I should note here that I personally prefer to recalculate Step to be "Move/5, round down, minimum 1." I rather dislike the decision in Basic Set to set it to "Move/10, round up," as that essentially puts a standard GURPS human as having twice the Step they should due to rounding issues. So rather than going from 50% Move to a nominal 20% Move in Steps, it's more 50%->40%; similarly, instead of 100% Move going to 30%, it's more 100%->60%. **Enhanced Move (Teleport) normally takes a second per level, so half a level would take half a second; getting rid of this would call for a half level of Reduced Time, hence +10%. This is similar for EM 1.5.
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GURPS Overhaul |
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| Tags |
| flash step, powers |
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