11-12-2017, 10:44 AM | #21 |
Join Date: Aug 2007
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Re: Defense bonus and ATR
Classic Hero system logic would tell you that when Power A is usable only while Power B is in operation (giving you a reduced cost on Power A) then the value of Power A may not exceed Power B for game balance reasons.
It's not bad for pure game balance theory and in this case You would be limited to levels of the Enhanced Defense Meta-trait (Enhanced Dodge+ Enhanced Parry + Enhanced Block) equal to 3 per level of ATR. That's purely Gamist but I can't give you reality-based numbers in this case. "Roll to Hit v. Roll to Defend" is pretty Gamist.
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Fred Brackin |
11-12-2017, 10:47 AM | #22 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Defense bonus and ATR
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Speaking of which, Dodge above 16 is only useful in a few circumstances:
This suggests that Dodge 20 is only somewhat useful, and higher levels rapidly become less so. |
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11-12-2017, 11:00 AM | #23 |
Join Date: Feb 2016
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Re: Defense bonus and ATR
I think that the primary benefit of ATR is meant to be offensive rather than defensive though, as it allows for multiple turns of Concentration, multiple turns of Activation, etc. A suitable alternative power for ATR though could be five levels of Basic Speed, giving +5 Basic Move and +5 Dodge.
For example, the Amulet of Time could give Enhanced Time Sense (Breakable, Dr 5, SM-6, Not Repairable, -40%; Can Be Stolen, Stealth or Trickery, -20%; Costs 2 FP/minute, -10%; Magical, -10%) [9], ATR 10 (Breakable, Dr 5, SM-6, Not Repairable, -40%; Can Be Stolen, Stealth or Trickery, -20%; Costs 2 FP/minute, -10%; Magical, -10%) [200] and Basic Speed 50.00 (Alternate Power for ATR 10; Breakable, Dr 5, SM-6, Not Repairable, -40%; Can Be Stolen, Stealth or Trickery, -20%; Costs 2 FP/minute, -10%; Magical, -10%) [40]. The ATR represents the offensive capabilities of the Amulet of Time while the Basic Speed plus 50.00 represents the defensive capabilities of the Amulet of Time (the Enhanced Time Sense represents the sensory capabilities of the Amulet of Time). |
11-12-2017, 11:23 AM | #24 | ||
Join Date: Mar 2014
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Re: Defense bonus and ATR
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Quote:
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11-12-2017, 12:55 PM | #25 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Defense bonus and ATR
Your "realistic" bonus is whatever you points into. That's how GURPS works.
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11-12-2017, 01:14 PM | #26 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Defense bonus and ATR
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I think they are asking after limits for a Power. |
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11-12-2017, 01:39 PM | #27 | ||
Join Date: Mar 2014
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Re: Defense bonus and ATR
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It might be true that there is no single realistic solution (there are after all various interpretations of how GURPS values should coorespond to reality), but there is some range of values which could reasonably be considered realistic. Quote:
No, I'm not asking specifically after limits for a Power. I'm asking for what the realistic values are for someone who in every way fights faster than a normal person. |
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11-12-2017, 01:49 PM | #28 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Defense bonus and ATR
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Regardless, my point is that increasing Dodge much above 20 is likely to be increasingly inefficient. Quote:
Last edited by sir_pudding; 11-12-2017 at 01:57 PM. |
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11-12-2017, 02:36 PM | #29 | |
Join Date: Mar 2014
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Re: Defense bonus and ATR
Quote:
Why would something like being able to, as if in slow motion, clearly see your opponents sword inching towards you and being fast enough for your movments to keep up with this perception, which allows you to easily get out of the way from most attacks be modeled as a speed penalty to your opponents attack roll? That clearly seems like an extremly high Dodge to me. Someone with very high ATR won't necessarily be moving extremly fast, he might just react near instantly and leisurely move just enough to avoid the attack. |
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11-12-2017, 02:54 PM | #30 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Defense bonus and ATR
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Quote:
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altered time rate, atr |
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