09-16-2011, 11:44 AM | #11 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyļv, Ukraine
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Re: Poll: Hit mechanics
On a purely emotional/ęsthetic level, I prefer 2, then 3, and only then 1. I prefer Afflocks over Destros, and am typically bored by wands. :)
Also, 2 means that at a cost of 4/level I can overcome enemy DR levels (I'm assuming that 1d is the max damage I may have). If all else fails, I'll aim at the eyes, which typically have no DR; in a fantasy campaign, they're unlikely to have more than a level or two of DR. (OTOH if we're talking TL9 technomagical battlesuit troopers, then any variant is useless on the battlefield anyway.) |
09-16-2011, 11:45 AM | #12 |
Join Date: Sep 2004
Location: Canada
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Re: Poll: Hit mechanics
The Rule of 16 is not a "magic" rule strictly, it relates to all "supernatural" attacks resolved as quick contests. Basic page 349.
I can't think of many attacks resolved as quick contests outside of grappling... but there's enough of them floating around in grappling that the restriction is important.
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09-16-2011, 11:45 AM | #13 | |
Join Date: May 2008
Location: CA
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Re: Poll: Hit mechanics
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EDIT: There's an important caveat to the Rule of 16, now that I see it again. It's not just 'limited to 16', it's 'limited to 16 or the defender's actual resistance, whichever is higher'. That's an important distinction - it means that you can still use higher skill to penetrate higher resistance. |
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09-16-2011, 11:51 AM | #14 | |
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Re: Poll: Hit mechanics
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09-16-2011, 11:54 AM | #15 |
Join Date: May 2008
Location: CA
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Re: Poll: Hit mechanics
True - but that's not nearly as bad as 'completely unable to deal damage ever', which is what happens if the opponent has DR6+ in either of the other two examples.
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09-16-2011, 11:55 AM | #16 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Poll: Hit mechanics
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09-16-2011, 11:57 AM | #17 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Poll: Hit mechanics
Okay, 1 is not directly comparable because dodge scores and HT scores aren't really linked. Of the remaining, 2 is usually superior to 3, the reduction in hit probability for +1 target defense is usually less significant than the reduction in average damage from +1 target DR, and the exceptions tend to involve situations where the defender is vastly superior and neither attack will accomplish much.
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09-16-2011, 12:04 PM | #18 | |
Join Date: Sep 2004
Location: Canada
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Re: Poll: Hit mechanics
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HT 11, Fit (for +1), and DR 5 from heavy scale or light plate and you're already at 17 and encountering Rule of 16 - and probably want to take a shot at a limb or neck/face to hit for (hopefully) lower DR and perhaps some extra effects. Outside of that (for example, setting fire to unarmored peasants while cackling like an evil wizard should) your skill over 16 is mostly for soaking range/hitlocation penalties.
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09-16-2011, 12:13 PM | #19 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Poll: Hit mechanics
Hmmmmm.... that's an excellent point, and further enhances the use of high skill levels. It might be a little complicated for a player to remember HT + DR (since HT is on his sheet and HT + DR requires a bit of mental arithmetic, albeit very simple arithmetic), but I see this as further reason for using 2 over 3. I still prefer 1, though. It seems simple, straightforward, and easily modeled by a basic Innate Attack.
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09-16-2011, 12:47 PM | #20 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Poll: Hit mechanics
Quote:
In situation b, resistance roll is 17. Hit probability is 28%, average damage per hit is 3.5, so average is 0.98 hp of damage. In situation c, resistance roll is 12. Hit probability is 72%, but only 1/6 of attacks penetrate DR for 1 point of damage, so average is 0.12 hp of damage. |
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attacks, malediction, powers |
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