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#31 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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Quote:
Heck, I've seen people don a mail coat in four seconds flat. I've also seen people struggle for half a minute or more. There you go, Fast Draw: Armor.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#32 | |
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Join Date: Jun 2013
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Quote:
So, what might be a decent option is to allow for an appropriate Fast-Draw (maybe call it Quick-Ready instead?) to do things like don armor, climb into hazmat suits, secure a complicated backpack, etc, and have it reduce time by 20%. You can have a Perk akin to Rapid Reload that reduces it by another 20% of the initial time. You can also reduce it by another 20% of the initial time by taking a penalty to Fast-Draw, regardless of if you have the Perk, to a minimum of 0% (instant). I'd be tempted to say -3 to reduce by 20%, -6 lets you roll twice (and reduce by 20% per success), -12 lets you roll three times, and -18 lets you roll four times. If you get time down to 0 seconds, you automatically take a further -6 and take the full penalty (including the additional -6) to any other action you take that round (such as making an attack); this means it's typically best to just use this to reduce time to 1 second. This largely mimics Rapid Strike mechanics. I'd allow buying off the penalty as a Technique (although I'd probably just have it use normal Technique rules rather than treating it as a Combination... although if you drop things down to 0 seconds you'll have to define what the other action to be taken that round is when first purchasing the Technique), and appropriate cinematic Advantages related to the gear in question could halve the penalty. ... of course, personally I'm a fan of largely getting rid of Fast-Draw and just having a Fast-Draw Technique that defaults to the appropriate Use skill at -4; Fast-Draw specialists would invest in that, and also grab Technique Mastery to be able to boost it to a net +4. For things that don't necessarily have a Use skill - like Armor, LBE, potions, ammunition, etc - those would be covered by appropriate Profession skills like Soldier, adjacent skills like Hiking or Climbing (or weapon skill for ammunition)... or if nothing else fits (or you want a character who can, say, do a lightning-quick fast draw but can't shoot the broadside of a barn) by a dedicated Fast-Draw skill, which would be Easy and probably start at DX+2 for [1]; it wouldn't be eligible for the Fast-Draw Technique, but seeing as getting it to net +4 - the highest the Technique can get with Technique Mastery - only costs [4] instead of [10], that should be fine. The above rules would apply here as well, with "Only to reduce penalties for Haste" allowing you to buy the Fast-Draw Technique above +0 (or +4 with Technique Mastery); the Fast-Draw skill would just have a dedicated Technique to offset those penalties.
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GURPS Overhaul |
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| Tags |
| buckler, fast-draw |
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