09-16-2011, 11:00 AM | #1 |
Join Date: Sep 2004
Location: Canada
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Poll: Hit mechanics
Here are three reference abilities. How would you order them, going from "most desirable" to "least desirable"?
1. Roll a standard ranged attack against the target using Innate Attack; you may target specific hit locations. The target may Dodge or Block to evade the attack. If you succeed your attack roll and the target fails his defense roll or does not get a defense (due to surprise, attack from behind, etc), roll 1d burning damage and apply it to the targets DR on the hit location as "normal". 2. Roll a quick contest with the target - your Innate Attack vs the Target's HT. Your Innate Attack skill takes a penalty based on range (from the Speed/Range table); you may chose a hit location. The target takes a bonus equal to his DR on that hit location. If you win the quick contest, roll 1d burning damage and apply it to the target, bypassing DR but otherwise as normal. 3. Roll a quick contest with the target - your Innate Attack vs the Target's HT. Your Innate Attack skill takes a penalty based on range (from the Speed/Range table); you may chose a hit location. If you win the quick contest, roll 1d burning damage and apply it to the targets DR on the hit location as "normal". I encourage you to share your reasoning ("I hate active defenses" is just as interesting and useful a reason as "I've done a statistical analysis and determined...")
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
09-16-2011, 11:14 AM | #2 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Poll: Hit mechanics
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I'm fine with a Quick Contest vs. Health if it's a resistance roll. But resistance rolls are used precisely in cases where there's no "targeting" or "aiming" going on—where you can affect your foe if you can perceive them. And you don't use Innate Attack, or any ranged attack skill, in that case. In other words, 2 and 3 are not intuitive for me. Bill Stoddard |
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09-16-2011, 11:18 AM | #3 |
Join Date: Sep 2004
Location: Canada
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Re: Poll: Hit mechanics
If you prefer for the question, substitute DX - although the unwritten context was actually comparing throwing a fireball vs some sort of magical ability that applies fire directly to the subject so "resistance roll" was what was going on in my head.
I probably should have mentioned that...
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
09-16-2011, 11:24 AM | #4 |
Join Date: May 2008
Location: CA
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Re: Poll: Hit mechanics
I'd go with 1, 3, then 2.
2 looks like it might be useful, until you realize that DR+HT is going to completely outstrip your Skill-Range Penalties. It basically makes it impossible to damage anyone with a decent amount of armor. EDIT: Though that's really only a complaint when the damage is greater than 1d, I suppose. At that low of damage, even low amounts of armor make a normal attack do 0 damage. I suppose that moves 2 up to the front; once you get to dealing higher amounts of damage, it moves down to last place, though. |
09-16-2011, 11:24 AM | #5 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Poll: Hit mechanics
Knowing a little of what's behind the question biases me ;)
Anyway, personally, I prefer 3, when 2, then 1. The reason? Block can be quite high, and you can't use prediction shots to negate block, meaning that a character with a shield will hose you. The issue with 2 is that stat+DR can put you in the realm of the rule of 16 SO fast that you do not pass go, and do not collect $2000. |
09-16-2011, 11:27 AM | #6 | |
Join Date: May 2008
Location: CA
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Re: Poll: Hit mechanics
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09-16-2011, 11:29 AM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Poll: Hit mechanics
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Bill Stoddard |
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09-16-2011, 11:32 AM | #8 | |
Join Date: May 2008
Location: CA
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Re: Poll: Hit mechanics
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09-16-2011, 11:32 AM | #9 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Poll: Hit mechanics
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Personally, I think it's easier to raise HT than it is to raise one's dodge (and block is powerful but situational: Not everyone carries a shield), so I think 1 is potentially the most powerful, followed by 3. 2 seems to be everything 3 is, but with DR added on. That assumes you're asking "Which one do you want?" If it comes down to which I would rather see in my game, I'd probably go with 1, followed by 2.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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09-16-2011, 11:41 AM | #10 | ||
Join Date: May 2008
Location: CA
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Re: Poll: Hit mechanics
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Tags |
attacks, malediction, powers |
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