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#11 |
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Join Date: Jan 2005
Location: Japan
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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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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. Last edited by Gurps Fan; 06-17-2009 at 05:35 AM. |
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#12 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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IDHMBWM, but IIRC it takes two rolls. Better check MA.
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#13 |
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Join Date: Jan 2005
Location: Japan
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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:
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#14 |
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Join Date: Jan 2005
Location: Japan
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Credit cards do cutting damage.
__________________
Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#15 |
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Join Date: Jun 2005
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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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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#16 |
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Join Date: Jan 2005
Location: Japan
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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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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#17 |
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Join Date: Oct 2007
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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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#18 |
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Join Date: Dec 2006
Location: Houston
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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 Nymdok |
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#19 | |
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Join Date: Apr 2005
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Quote:
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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#20 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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