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#1 |
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Join Date: Apr 2009
Location: Metro Detroit Area
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Is using a 'telegraphic' punch or kick via TK even viable or should I disallow this combat option entirely? One of my 'numbers based' players started this trend recently and I'm having trouble justifying both it's use and arguement against it?
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--------------------------------------------------- GURPS player since '96 |
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#2 |
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In Nomine Line Editor
Join Date: Aug 2004
Location: Frozen Wastelands of NH
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While I could certainly see someone having to at least twitch their arms and legs to telekinetically "hit" or "kick"[1]... It probably depends on how the GM feels like interpreting the attack. Is it that the TK is actually grabbing the air molecules and directing them in a strike (in which case telegraphing the strike could permit a dodge), or is it more grabbing the surface cells of the target and shoving them forcefully towards the target's innards? (In which case... maybe you can break eye-contact and hope that works?)
[Footnote 1: I have been known, when ice skating, to try to direct what my feet are doing by holding my hands down and twitching my thumbs. I have no idea why; it's instinctive. Also, I do not ice skate well.]
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--Beth Shamelessly adding Superiors: Lilith, GURPS Sparrials, and her fiction page to her .sig (the latter is not precisely gaming related) |
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#3 |
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Join Date: Nov 2009
Location: Oregon
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I can picture this technique as being a very obvious "wind-up" before throwing the attack. As such, the target should be able to dodge at +2 as per telegraphic melee attacks, and could possibly parry or block if not normally able to. If there are magical or telekinetic defenses that could work against the attack, they would also be at +2. I would never let the psi get a free +4 to skill without any penalty.
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#4 |
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Join Date: Apr 2009
Location: Metro Detroit Area
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Is it just a pride thing I have to get over since nearly all combatants will be unable to defend against a TK attack because they don't see it coming? I thought I'd allow a small bit of psionics into current campaign because I thought 4th ed balanced it a bit better. Now that we're getting a little further into the story, a lot more worms are coming out of the can. Should there be a penalty assesed when melee fighting at a distance?
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--------------------------------------------------- GURPS player since '96 |
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#5 |
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Join Date: Oct 2007
Location: Vermont
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This cracked me up :)
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My ongoing thread of GURPS versions of DC Comics characters. |
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#6 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
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#7 |
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Join Date: Dec 2007
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It's allowed, but it should involve gesturing dramatically or making punching motions.
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#8 | |
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Join Date: Apr 2009
Location: Metro Detroit Area
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Quote:
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--------------------------------------------------- GURPS player since '96 |
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#9 | |
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Join Date: Mar 2010
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As Telekinesis without the Increased Range enhancement has a range of 10 yards ... max penalty would be -4. The opponent still has to deal with the telekinetic force being invisible. |
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#10 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I'd allow +4 to hit, as for Telegraphic Attack, in return for the attack being totally, utterly visible. The teke is over there glowering, with a pulsating vein on his forehead, whilst uttering loudly exactly what he intends to do to his victim (as a "visualization aid," say). The target, meanwhile, can actually see the air crackling and get out of the way.
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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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| telegraphic attack, telekinesis |
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