04-10-2007, 01:41 PM | #11 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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High Pain Threshold is one of those things which is also trainable, and something which any hardened warrior, or entrepid adventurer would either start with, or eventually pick up along his adventures. It's the people who don't have HPT, or who have LPT, that stand out as not being the front line types. |
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04-10-2007, 01:46 PM | #12 | |
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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I completely disagree with you on the motivation behind limiting the advantages, but then again it's not my game. You are the one who has to choose what is allowed in your campaigns.
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04-10-2007, 01:47 PM | #13 | |
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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04-10-2007, 01:54 PM | #14 | |
Join Date: Apr 2006
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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Either way, if you intend to limit certain abilities to a certain number of PCs without prohibiting them altogether, I would avoid having random rolls determine which players are allowed to make characters with a given ability and which aren't (unless all the players are okay with this, in which case, who cares?). I think the bidding suggestion Extrarius made earlier is a good one, and if you can get all the players together for character creation, it need not be a slow process. |
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04-10-2007, 02:06 PM | #15 | |
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Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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04-10-2007, 02:08 PM | #16 |
Join Date: Feb 2005
Location: Los Angeles
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
I skimmed through the responses so my apologies if anyone already said something similar.
Unless you're aiming to enforce what you see as your setting's reality, I say let the players buy HPT and Ambidex. if they're built on 75pts, then they've already used up 15pts which could have been well spent on skills. Assuming that your campaign won't be too combat heavy, then those missing skills will begin to stand out like a sore thumb. Good luck with your game. |
04-10-2007, 02:17 PM | #17 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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04-10-2007, 02:28 PM | #18 | ||||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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Also, what on earth is there to abuse? Ambidexterity doesn't give you extra attacks or extra defenses or anything. All it does is remove the -4 penalty if your good hand gets injured and you need to fight with the other one. It's useful if you plan on doing lots and lots of Dual Weapon Attacks, but that's about it. It's worth the 5 points, no more, as it's a pretty weak advantage. Quote:
* No, this isn't usually allowed or recommended. As I said, IF you were... Quote:
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04-10-2007, 02:28 PM | #19 | ||
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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04-10-2007, 02:30 PM | #20 | |
Join Date: Sep 2004
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Re: Ambidexterity and High Pain Threshold: easy to abuse?
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Why (what rules) are you using to make them so useful? Do you have duel wielding fighters? A lot of hand injuries? Are the players trying to take advantage of multiple parries without getting lots of penalties? A few quick thoughts: -Points in your primary attack skill usually are better than buying bonuses that only apply in situations that you would rather not be in (injured). -Dual attacks are an optional ability that defaults to skill-4. If you up your skill +1 instead of buying Ambidexterity (saving 1 point) you can Rapid Strike at -6 (overall -1 worse) and carry a shield instead. This is still 2 attacks, but much better overall defense. -Shields are very cool. They add their DB even when you aren't blocking. Good skill (14+) and a shield (+2) can easily get your defenses in the 12-15 range. -Defending isn't penalized by shock and shock caps at -4 penalty anyway. Spending 8 (instead of 10 on HPT) can give you a +2 skill that works even when you're not attacked first. -Allow "weapon master" for reduced parrying penalties and additional damage. It's appropriate for cinematic fighters (though the associated cinematic skills are a bit over the top so I generally don't allow those). |
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