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Join Date: May 2005
Location: France
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I'd like to have some HO about a problem I encounter using GURPS rules with my players. Some of them are somewhat of munchkins and try to abuse the rules by creating charcters with fantastic Dodge scores (14+). In 3E there was the 13+ rule, wich disapeared in 4E (did I miss something ?), but now that you can buy Speed as a base attribute there's no limit on it. From that point I considered two options:
1- Changing munchkin players for wiser ones 2- Changing the rules As option 2 was far easier, I find out that ruling active defense as a quick contest (like the 13+ dodge rule in 3E) solved the problem. Here's my revolutionary theory : melee defense is always related to melee skill, from parrying to dodging attacks, as melee weapon skill (but not ranged weapon skill) includes knowledge of taking advantageous position to overcome a foe's defense AND avoid her (omg!!) attacks. This means a skilled swordsman will be good at dodging attacks with a sword in hand, because is accustomed of placing himself using a sword, but not that good at dodging pummeling attacks for example. Considering that basic training emphasizes attack maneuvers i ruled that: - Speed is used to compute movement rate and initiative - Dodge becomes a Technique defaulting from Weapon Skill-2 or DX-2, cannot exceed prerequisite (lowers probability of dodging bullets as it can't be improved for range weapons) - Parry becomes a Technique defaulting from Weapon Skill-2, cannot exceed prerequisite So what ye thinkin' 'bout it ? Last edited by Twyll; 05-19-2005 at 09:38 AM. |
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| active defence, dodge |
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