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Old 06-17-2009, 04:56 AM   #11
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With two empty hands and one successful Fast-Draw roll, you can ready two weapons in zero time.

EDIT: "one successful Fast-Draw roll" should be "two successful Fast-Draw rolls".
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Last edited by Gurps Fan; 06-17-2009 at 05:35 AM.
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Old 06-17-2009, 05:01 AM   #12
vicky_molokh
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Quote:
Originally Posted by Gurps Fan View Post
With two empty hands and one successful Fast-Draw roll, you can ready two weapons in zero time.
IDHMBWM, but IIRC it takes two rolls. Better check MA.
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Old 06-17-2009, 05:33 AM   #13
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Quote:
Originally Posted by Molokh View Post
IDHMBWM, but IIRC it takes two rolls. Better check MA.
Checked, and I noticed my mistake. The rule says, "Every turn, you may Fast-Draw one weapon per hand at no penalty" (p. 103). This probably means that I can attempt one Fast-Draw roll per weapon. Thanks for the information.

A tip:
  • You can attempt two or more Fast-Draw rolls even if you are using only one hand; each attempt after the first suffers a cumulative -2. With good rolls, you could take an AOA (Double) to draw the first knife (Fast-Draw), throw it (attack roll), draw the second knife (FD-2), throw it (attack roll-6 as RS), draw the third knife (FD-4), throw it (attack roll-6 as RS) and draw the fourth knife (FD-6), all in one turn!
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Old 06-17-2009, 04:54 PM   #14
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Credit cards do cutting damage.
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Old 06-17-2009, 05:31 PM   #15
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-Before applying the Vibroweapon quality to a lower-tech weapon, remember to add +1 to cutting/implaing damage for the increase to TL7+, where all weapons are fine at no extra cost.

-Shock penalty inducing wounds to the vitals, face, skull or eyes, in addition to major wounds and crippled limbs, require a Knockdown roll. (I focused on the major wound part and didn't know a .22 to the face was so dangerous in GURPS!)

-Unlike almost every other poison or toxin printed (AFAIK) in GURPS, cyanide allows no HT roll to resist.

-I could swear that hypodermic needles are wielded with the Knife skill, but unfortunately, I have no citations, except that p.UT199 states that Pneumohypos are also wielded using that skill...?
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Old 06-17-2009, 09:05 PM   #16
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Unlike 3e, polearms and 2-handed axes/maces don't become unready after a parry. They are unready after an attack, not parry.
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Old 06-17-2009, 09:28 PM   #17
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If you are in a situation where you might get the bends, (setting aside criticals) it is better under the RAW to fail your HT roll than to succeed. Failure leaves you unconscious; success leaves you losing one FP per minute for at least one hour. Of course, per B426 once you reach 0 FP, each lost FP also causes 1 HP of injury.

Even if you fail your HT roll and collapse into unconsciousness, once you wake up, you are in the same boat as above. Generally, the bends are always fatal in GURPS.
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Old 06-17-2009, 10:46 PM   #18
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Love this thread!

Post refernces when possible!

My two cents

Based on calculation, the point to switch from Normal to Bodkin arrows is

DR 3 for 1d
DR 5 for 2d

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Old 06-18-2009, 12:16 AM   #19
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Quote:
Originally Posted by Diomedes View Post
Unfortunately, I didn't save a link to the forum post. I agree that it's counterintuitive (and even more counterintuitive that Jets don't follow the same rules), but Kromm appeared to be quite adamant that if they'd meant to exempt melee attacks they'd have said so in the Basic Set.
Yeah, that still doesn't sound right. By the same reasoning, you should be getting speed penalties to hit another human (At least if they're sprinting or such). Range/speed penalties are in the "Ranged Attack" section both in the rules and in the tables. And considering the first paragraph of the ranged attack rules exempts character abilities with the Melee Attack limitation from "Ranged Attacks," it seems pretty implicit that they are exempt from range penalties.

It gets even more absurd if you start using several other ranged attack options with melee weapons, just because those rules don't specifically say they can't be used with melee attacks.

You sure about that?
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Old 06-18-2009, 01:59 AM   #20
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Per Kromm, regular melee attacks are not immune to range penalties.
Um, no . . . I never, ever said that. I said that regular melee attacks are not immune to Size Modifier. You'll find lots of cases where I said that. You'll find zero where I suggested range penalties. Please, if you have no proof (link, etc.), do not attribute it to me. People tend to take my statements as rulings, so I don't want misremembered posts passed off as the real thing. Thanks.
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