01-25-2023, 04:19 PM | #11 | |
Join Date: Mar 2016
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Re: Clarification about Reeling status
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You still aren't understanding what he's saying. His point is, regardless of what effect it has on stunning, reeling has absolutely no penalty toward your Parry and Block scores, and he finds that questionable. |
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01-25-2023, 05:15 PM | #12 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Clarification about Reeling status
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OK - I did miss that and it's very valid - thanks. I play it as all the same. Reeling halves any of those defences in the same way as it does for dodge. Only completely passive or automated defences (a force shield, a dancing shield) would be unaffected.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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01-26-2023, 07:34 AM | #13 | |
Join Date: Jun 2013
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Re: Clarification about Reeling status
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Yeah, I feel that Reeling impacting all defenses is more appropriate than it only impacting Dodge. I prefer a straight penalty over halving it, as most penalties in GURPS are like the former rather than the latter, but that largely comes down to personal taste (it also simplifies things a bit, IMO).
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GURPS Overhaul |
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01-26-2023, 12:26 PM | #14 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Clarification about Reeling status
I must prefer halving Dodge to having a flat penalty.
A flat penalty that wrecks your average person's Dodge (-4) still leaves a retreating high-Dodge character at something like 10-. Halving Dodge hoses Mr. Average the same (8/2 = 4), but also stomps on Mr. Dodge (14/2 = 7). As high-Dodge characters can be really annoying to pin down and hit, finally getting one down to reeling should, in my opinion, be highly rewarded. As a secondary benefit, halving and then halving again for double reeling is almost always going to be less awful than having two penalties subtracted from it unless the reeling penalty is quite small. I think that's fair - being injured and fatigued should be bad, but not super, super bad. I don't really care that reeling doesn't affect other defences. Dodge is the one that's really annoying in ranged combat, and the one that takes large mobs to overcome in melee (by completely surrounding the victim so they can't see some attacks coming), so it being the one that goes away when you get roughed up seems fair. Blocks are quite limited, and Parry can be reduced or completely negated by moving out of melee (easy once the victim is reeling) and using ranged attacks on them. Essentially, Dodge is a really strong defence, and making other defences weaker by applying reeling to them just makes Dodge (relatively) even stronger. Fixing this requires yet more house-rules, most likely with their own unintended consequences.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 01-26-2023 at 12:31 PM. |
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