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#11 | |
Join Date: Jun 2010
Location: Dreamland
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#12 |
Join Date: Sep 2007
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Yep, it would be handy. But then, it's less than half of what a level of ATR lets you do -- can't attack twice, can't cast spells in half as many turns, can't move twice as far, can't defuse a bomb in half the time...
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#13 |
Join Date: Jun 2010
Location: Dreamland
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Sounds fair to me. I'll use the -60% on ATR for "AoD Only" and a new 50pt trait of this.
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#14 | |||
Join Date: May 2005
Location: Lynn, MA
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That gives it a 30 point price, which sets it at the same value as an extra attack with multistrike, which covers most of the benefit of an AoA. I'd be tempted to build a wildcard technique, but it would end up convoluted and pricier in the end in all likelihood. ----------------------------------------------------------------------------------- Quote:
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I think that's way too big a limitation... "AoD only" is more akin to "Aspected" IMO Last edited by the_matrix_walker; 04-03-2021 at 01:06 AM. |
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#15 | |
Join Date: Jun 2010
Location: Dreamland
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In theory I'd normally agree with you, in fact I did years ago when I was first messing around with modified ATR. In practice even -60% doesn't compare well to other 40pt traits but does compare well to CM and I'm certain there's better options for similar effects. |
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#16 | |
Join Date: May 2005
Location: Lynn, MA
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A repercussion-free AoA with a half move forward, 2 points of dodge (and the double-defense option is often better than that) and you get an extra step or half move, greatly enhancing mobility. An extra attack or options! + Bonus to Defend or options! + Enhanced mobility = Shouldn't be too super-cheap! |
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#17 | |
Join Date: Jun 2010
Location: Dreamland
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And I agree, it shouldn't be super cheap, but 40 or 50pts isn't cheap, that's the price of Flight, fully enhanced 360 vision, two Extra Attacks with One Skill Only, +2 to all physical skills, Invisibility, etc. |
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#18 | |
Join Date: Aug 2018
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The examples we're given are "dodge a surprise attack" and "parry a flail with a rapier" for example. If however you wanted to parry a surprise attack from a flail, that's basically DOUBLY undefendable so it only seems fair that you need +100% to defend against it... and if that flail happened to role a critical hit, that's a 3rd instance of "can't defend" which should probably require +150% to defend against "Cosmic Block allows you to try blocking a bullet" is like adding Blockable -5% to an attack, but usually the progression is "first it's blockable then it's parryable" so for something like using a rapier to parry a bullet, maybe you should need to take two upgrades for +100%? This especially seems fair since enhanced dodge is already a higher base cost than enhanced parry, which I believe is partly because dodging is more useful since it works against unparryable and unblockable attacks already. Enhanced Block and Enhanced Parry are worth the same, but I figure that's because the benefit of "I can block arrows with my shield" is offset by "I don't get a free attack on a succesful block against unarmed defenders" Of course if we were using the optional pyramid "dodge this" rules where ANYONE can parry bullets (at -5/-6 instead of -2/-3 to dodge, 3/57p30) then you're basically just talking about reducing the penalty. +100% would be too expensive because then you could just buy up your base parry not just to offset the penalty but to get better against non-bullets too. So +50% is okay. The idea that "it's a smaller leap from arrows to bullets than from throwing knives to bullets" when Dodge This penalizes Block/Parry equally is probably found under Parry and Block: Cover (pg 29) where blocks can ignore the speed penalty if you pass a perception check and declare a block before the attack is rolled. You only take the penalty "after a hit roll is declared" which I figure is meant "after you make the roll and declare the result" rather than "declaring I'm going to roll to hit". Pre-roll defense declarations regarding taking cover from AE attacks might be complicated by B414's "Scatter" rules (whether it will hit the hex isn't even determined until after the roll) though. To prevent the meta-game aspect (player knowing a miss vs character knowing a miss) I think maybe you could do something like if you detect someone initiating an attack (successful perception roll done before the attack is even rolled) then your MoS could be used as a bonus on a 2nd perception check to discern who the attack will hit. In this case though: any success gives perfect knowledge of where it will hit, while MoF would give a vague idea of what the roll will be. So let's say you roll a 10 on a required perception difficulty of 11: a MoS of 1 gives you an effective perception of 11 on your followup per-check to determine where the attack will end up. You roll a 15, so MoF determines a variance of 5 points. You then declare ahead of time something like a "cautiousness threshold" of how much variation you'll allow for. Someone confident they'll pass their 2nd perception check who doesn't want to avoid wasting defenses on misses can choose 0, in which case they'll only defend when they pass the roll. Someone not confident in their perceptions could choose a threshold of 3, i which case they'll still use a block if the MoF on the 2nd check is 1 or 2 or 3, but will not defend if the MoF is 4 or more. People who fail the initial check don't specify this at all, since they don't know the attack is coming. |
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#19 | |
Join Date: Jun 2013
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As others have noted, -60% on ATR seems roughly appropriate, maybe -50% or -40% considering the increased movement. Instances where you have multiple factors coming into play should be rare enough that this is a non-issue - at the very least, the price for further levels should be markedly reduced. A Surprise Attack Critical Hit from a Ranged Innate Attack enhanced with Cosmic: No Active Defense Allowed has four different reasons why it can't be Parried (Surprise Attack, Critical Hit, and Cosmic all prevent any Active Defense, and a Ranged IA cannot be Parried unless given an appropriate Limitation), but encountering such should be vanishingly rare. If I were inclined to have such things cancel each other out (rather than having Cosmic Active Defense trump any eligible attack), I'd probably do it as +50% for 1 instance, +70% for 2, +80% for 3, +90% for 4, and +100% to always trump. However, this is quite the tangent for this thread, so if you wish to discuss it further, I'd suggest opening a new thread.
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GURPS Overhaul |
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#20 | |
Join Date: Apr 2019
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Y'all, thanks for all the great ideas.
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ATR (Clears last Maneuver Only -70%) [30] ATR (All-Out Defense Only -60%) [40] Old-time GMs? |
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Tags |
active defense, all-out attack, altered time rate |
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