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Old 07-24-2013, 01:59 PM   #31
lexington
 
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Default Re: Rule of 16 - What's the Point?

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Originally Posted by vicky_molokh View Post
This does, of course, encourage 'rapid fire' tactics against resistant targets.
Removing the Rule of 16 doesn't discourage them.
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Old 07-24-2013, 02:00 PM   #32
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Default Re: Rule of 16 - What's the Point?

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I don't think there's any way to combine rapid fire with any effect that uses a quick contest in the first place, though you can use altered time rate or compartmentalized mind to make multiple tries per turn.
Rapid fire isn't being used in the gurps term here. The best way to hit someone with high resistance is to hit them with different abilities that lower resistance; IQ penalty with Will resist, Will penalty with HT resist, etc. Just keep attacking them until you find the weak one.
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Old 07-24-2013, 02:01 PM   #33
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Default Re: Rule of 16 - What's the Point?

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I don't think there's any way to combine rapid fire with any effect that uses a quick contest in the first place, though you can use altered time rate or compartmentalized mind to make multiple tries per turn.
I didn't mean the literal RoF enhancement, but indeed any sort of way that provides multiple QCs. (Malediction Aura and Rapid Strikes? Yes, please.)
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Old 07-24-2013, 02:02 PM   #34
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Default Re: Rule of 16 - What's the Point?

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Originally Posted by lexington View Post
Removing the Rule of 16 doesn't discourage them.
Removing the Rule of 16 encourages improving your roll further. Whether it is good or bad is the question that defines whether removing it is desirable for a given GM.
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Old 07-24-2013, 02:08 PM   #35
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Default Re: Rule of 16 - What's the Point?

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Originally Posted by vicky_molokh View Post
Removing the Rule of 16 encourages improving your roll further. Whether it is good or bad is the question that defines whether removing it is desirable for a given GM.
The way I see it removing the Rule of 16 creates a problem without solving one. A group of low powered characters using Maledictions will still take advantage of effective Rapid Fire on a target. In fact hitting twice with skill 16 might be better than hitting once with a skill of 17 or 18 anyway.
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Old 07-24-2013, 02:23 PM   #36
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Default Re: Rule of 16 - What's the Point?

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Originally Posted by lexington View Post
The way I see it removing the Rule of 16 creates a problem without solving one. A group of low powered characters using Maledictions will still take advantage of effective Rapid Fire on a target. In fact hitting twice with skill 16 might be better than hitting once with a skill of 17 or 18 anyway.
But multiple low powered characters concentrating on one character probably should have a decent chance of taking out one character anyways. If they were brawlers rather than malediction specialist they would set up grapple followed by a dogpile. If they were gunmans multiple shot gun blasts are likely to hit a character etc etc. One thing Gurps does do well with the base rules is simulate the fact that even extrodinary people can loose against groups of mooks with a little bit of bad luck.
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Old 07-24-2013, 02:40 PM   #37
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Default Re: Rule of 16 - What's the Point?

Resistance rolls suggest spell targets stand a chance when targeted with the forces of magic... Which is hardly a given in the multiverse...

If I can turn flesh to stone, what does it matter that you have a robust (but mortal) constitution ( ie HT)?
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Old 07-24-2013, 02:53 PM   #38
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Default Re: Rule of 16 - What's the Point?

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Originally Posted by vicky_molokh View Post
I didn't mean the literal RoF enhancement, but indeed any sort of way that provides multiple QCs. (Malediction Aura and Rapid Strikes? Yes, please.)
I don't think you can combine malediction with aura either; malediction always requires a Concentrate maneuver.
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Old 07-24-2013, 03:17 PM   #39
David Johnston2
 
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Default Re: Rule of 16 - What's the Point?

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Originally Posted by LemmingLord View Post

If I can turn flesh to stone, what does it matter that you have a robust (but mortal) constitution ( ie HT)?
The ability to turn flesh to stone could just as easily be represented with an excessively powerful cosmic innate attack. It just means you leave a different kind of corpse.
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Old 07-24-2013, 03:18 PM   #40
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Default Re: Rule of 16 - What's the Point?

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Originally Posted by LemmingLord View Post
Resistance rolls suggest spell targets stand a chance when targeted with the forces of magic... Which is hardly a given in the multiverse...

If I can turn flesh to stone, what does it matter that you have a robust (but mortal) constitution ( ie HT)?
So don't make it resisted by HT, surely?

Or if it's supposed to be basically impossible to resist, stack the necessary modifiers so that no setting-appropriate entity has the stats to have a shot at making the roll.
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