10-16-2012, 04:15 PM | #31 | |
Join Date: Feb 2012
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Re: Defense Bonus
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10-16-2012, 04:27 PM | #32 |
Join Date: Nov 2009
Location: Oregon
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Re: Defense Bonus
I hadn't even considered the inclusion of a shield. It still bugs me a bit that shields give the same benefit when used "Passively" (aiding a Dodge or Parry) as when "Actively" Blocking. IMO, if multiple Blocks get a cumulative -5, then a shield's DB should only be applicable to a single non-Block defense per second (or more specifically, its DB should degrade by -5 per use, meaning only an epically-powered magic/superscience shield will provide any benefit past the first use). But anyways, yes, with Shield DB it's quite possible for Dodge to be an uber-defense against any attacks in a wide arc, even for a "realistic" character.
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10-16-2012, 05:07 PM | #34 |
Join Date: Dec 2007
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Re: Defense Bonus
DX 16, HT 13 or so gives you a ten, right?. Those are some pretty heroic stats. Also expensive.
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10-16-2012, 05:38 PM | #35 | |
Join Date: Feb 2012
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Re: Defense Bonus
Quote:
If you want to "aim" to an area not covered from shield, this is simulated by deceptive attack: to avoid a medium shield, you can go for -4 to hit, neutralizing +2 DB. The idea of shield covering only from some direction, plus shield damage, seems to me a good compromise. At least referring to 2-3 DB shields, that don't go out of line while used for blocking. If someone wants more realism, a solution could be to state which body location benefit from DB, but this is an intricate mechanic, too. |
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10-16-2012, 10:55 PM | #36 |
Join Date: Nov 2009
Location: Oregon
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Re: Defense Bonus
I was thinking stats around 14 (heroic, but not unrealistic), Combat Reflexes, and improved Basic Speed (again, not considered an unrealistic trait). I don't subscribe to the CoSN view that Spec Ops and elite soldiers have stats of 12.
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10-16-2012, 11:21 PM | #37 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Defense Bonus
while it is realistic... it isn't harsh realistic.
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10-17-2012, 05:25 AM | #38 |
Join Date: Feb 2012
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Re: Defense Bonus
Uhm. I allow without any problem ST to 15, DX and IQ to 14, but not HT over 12, if we are talking about harsh realism (or 11+fit). Even with optional harsh bleeding rules of MA, HT 14 means 50% of spontaneous stop bleeding of a vital/artery wound; this is not what I call harsh realism*. If a person has exceptional resistence to some hazard, I prefer a specific +1/+2 like (hard to subdue) or (resistence to disease), above HT 12. An other way could be to fix some max to specific rolls, for example:
max to bleeding rolls, before location penalties: 12 max to death rolls: 14, -1 per HP full negative multiple and to allow a maximum 13 or 14 for HT. On the other hand, GURPS merging of BS-BM with DX and HT is a design matter, nor a simulative one. In fact you can buy or sell BS apart from DX and HT. I have no problem with players buying large amounts of BS, to a maximum of 7.25. I allow BS 8, too, (selling some BM), but not BS 8 + CR. Basic dodge 11, going 13 with acrobatic dodge (and before retreat or dropping options), seems to me enough for any realistical game. However, dodge 11 plus the various bonus from DB, acrobatic dodge and retreat is already a problem, if you don't set cumulative penalties for successive dodges. * I HR that a vitals bleeding roll failed by 1 or 2 lead to bleeding rolls every 30' instead of 30". Last edited by Ji ji; 10-17-2012 at 05:30 AM. |
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defense, gurps 4e |
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