12-01-2021, 12:42 AM | #11 | ||||||||||
Join Date: Aug 2018
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Re: Questions about Innate Attack (Wall)
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B101 "area is a circle 2 yards in radius (and 12’ high, should volume matter)" is the closest that comes to mind (3f per yard x 4 yards = 12ft) Quote:
If they're super-slippery you get the benefit of "my enemies can't easily climb over it" but the drawback of "I can't use it as a ramp to climb over my enemy's wall" Quote:
If we had rules for accidentally cutting yourself when grabbing cutting weapons by the blade we could maybe apply those to people who grab walls? Quote:
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Plus then you'd know how much to charge for Create :) Quote:
Perhaps a linked Binding? Quote:
As a start, instead of "crushing and crushing" we could think of something a bit different like "a crushing rigid wall and a burning permeable wall". Firstly: what would actually stop the rigid/crushing wall HP/DR from taking damage from the burning? Would you need to make sure your rigid wall had adequate DR to avoid self-destruction from the burning damage? If you wanted something like "a flaming wall appears inside the gap if you bust a hole through the rigid wall" possibly something like "Triggered Delay" enhancement? That would avoid the problem of coexisting. To get the effect of "my rigid wall is on fire" I think maybe you could just set the flaming wall just outside the boundary of the rigid wall so that it burns those climbing it but does not burn the wall itself. Quote:
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"a three-yard-long by one-yard-wide wall per yard of radius in your area" Length/Width seem like the footprint (9ft x 3ft = 27 square footage) while for HEIGHT presumably B101's "4 yards tall" thing takes effect (though I don't know how that works indoors with low ceiling) To modulate the measurements of your wall I think you would need either Selectivity (choose how many levels of Area Effect you are using) or maybe Selective Area. Selective Area lets you omit hexes within AE normally, so having it allow you to lessen the length or width or height of your wall sounds reasonable. "thickness" I guess would be the lesser of the two footprints, so "one yard wide" could be perceived as the thickness of the wall? I never remember how 3x1 multiplies for multiple yards of radius, I think some examples in Powers clarified it? P147 "The barrier is 6 yards long and 1 yard thick, arranged in any shape the user likes" for 2y AE seems to mean "you get a pair of 3ft-long walls (1 yard "thick" = 1 yard "wide") but I think they need to be attached together. S44 "3 yards x 2 yards" appears to show that instead of "tip to tip" you could layer them "face to face" to maybe a wall twice-as-thick instead of twice-as-long. Only thing I'm not sure about comparing S44 and P147 is if Wall-makers need to specify this arrangement and it's fixed, or if they can freely fluctuate between 3x2 and 1x6. Sorcery: Protection and Warning Spells really confuses things for me and seems to work against the "assume that the wall is three dimensional and four yards high" approach. PAWS pg 7 "Force Wall": "a maximum area of six square yards, with each additional level doubling that" " Force Wall 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high" We're talking 'area' (2 dimensions) instead of 'volume' (3 dimensions) and it's talking about "high" and "long" which makes the wall seem two-dimensional (no thickness whatsoever) which seems to contradict P147's "Long and Thick" which does not use height as one of the specific dimensions. |
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12-01-2021, 08:21 AM | #12 | |||||||||||
Join Date: Jun 2013
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Re: Questions about Innate Attack (Wall)
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Errata: The author made an error, here, and the editor failed to catch it. Seeing as we're dealing with RPK and Kromm, respectively, I... kinda doubt this one, but it's certainly possible. They're only human, after all. Authorial Intent / Specific Trumps General: RPK decided that, for his Force Wall spell, he'd just ignore the 4-yard height (in no small part because that gives a lot of square yards), and just use the 3x1 for each yard of radius, making the Wall completely planar, with no thickness to speak of. This is more likely. The Cost of Versatility: As I parenthetically alluded to above, using the 4-yard height for something that is planar and allows you to freely adjust its dimensions gives you a lot of square yardage to work with. So, RPK decided that versatility was worth basically cutting the available square yardage to a quarter of normal (which would require two levels of Area Effect to make up for). If this is indeed the case, that has serious implications for the topic of this thread, as it means we either have to stick with Walls that are 4 yards high (and, I'd argue, don't have the option of laying them on their sides), or we get 1-yard high Walls that can be stacked however we'd like (and lain on their sides, if thinner than a full yard). Honestly... that last one does have some appeal. I was feeling that allowing one to freely shift around the height might give too much to work with. However, my inclination would be more to cut it in half rather than into 4ths. Of course, thinking about that led me somewhere else: Quote:
Last edited by Varyon; 12-01-2021 at 08:28 AM. |
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12-02-2021, 10:36 AM | #13 | ||||||
Join Date: Sep 2004
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Re: Questions about Innate Attack (Wall)
Working with 2x2 (2 yards wide, 2 yards high, 1 yard thick) blocks while using a hex map works rather well. Naturally it's less important with the +30% version since it only do a single shape (defined when you purchase the ability). However, it's really useful to keep the 60% (defined each time you use it) from turning into a math exercise.
It's less area (4cy rather than 6cy), but I find multiples of 2 friendlier to work with and would rather make the difference up in side benefits. Also, I allow Wall to be taken without Area (since the first level multiplies it by 2 anyway). Quote:
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a) constructs that can't move (need to be destroyed) or b) physical objects (mass based on HP) that work like any other objects. Quote:
As for obscuring walls, I've always considered that a special effect if the opaqueness was defined during ability creation. Quote:
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Last edited by naloth; 12-02-2021 at 10:41 AM. |
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12-02-2021, 02:39 PM | #14 | ||||||
Join Date: Jun 2013
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Re: Questions about Innate Attack (Wall)
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12-02-2021, 05:33 PM | #15 | |
Join Date: Sep 2004
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Re: Questions about Innate Attack (Wall)
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In any case a 1 point solid wall (which is what -- a fractional pi- attack with enhancements?) doesn't cover much, is a wall rather than area, and is destroyed by anything more powerful than a sneeze. I just don't see it upsetting game balance. The value of obscure is to coat an area in a field that can't easily be gotten rid of. Sure, you can do Wall on Obscure, but I would only consider linking it with a damage field (perhaps a sonic wall that captures noise) that can't be easily destroyed. If you wanted to create an area inside a wall construct where you couldn't even create light or sound, then link obscure. |
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12-02-2021, 09:47 PM | #16 | ||
Join Date: Jun 2013
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Re: Questions about Innate Attack (Wall)
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However, I just thought to look up Illusion in Powers. That costs [25], can more-or-less perfectly mimic Obscure 10 (with Selective Area and Selectivity to boot, plus it's both vision and sound; note the description explicitly notes it can block vision), in addition to having plenty more functionality. So maybe allowing even the above ultra-cheap Wall to be opaque isn't such a big deal.
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12-03-2021, 08:36 AM | #17 | |
Join Date: Sep 2004
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Re: Questions about Innate Attack (Wall)
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12-07-2021, 11:17 PM | #18 | |
Join Date: Aug 2018
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Re: Questions about Innate Attack (Wall)
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In basic set that's 2y for +50% though there was some later expansion which had a 1y for +25% option for AE. Normally you can take "Bombardment" for AE... would that make any sense for Wall? I'm thinking maybe for Permeable (a wall with a CHANCE to damage those walking through) but I can't see how it would work w/ Rigid. Perhaps a wall with only a random chance of applying it's DR/HP to targets who walk through? If you could do a "Bombardment Rigid Wall" then I could see making that either "a wall which flickers" (sometimes 100% transparent, other times 100% opaque) or "a wall which fluctuates" (always visible, but rearranging w/ holes you can see through all the time). Given the option exists for this to take up an entire hex it seems like maybe to have it restrict vision you ought to buy an appropriate level of Obscure? Otherwise, while it shouldn't be undetectable (invisible ala No Signature or even Low Signature) it should probably not obscure vision rolls in any way, like just being a "obvious glowing green wall you can see through fine but you know it's there in your way". The same would probably apply to other stuff, like if I create a Binding on the floor "you're walking in quicksand" it shouldn't actually hide what is actually on that floor (like some magical inscription on a carpet that someone is searching for). |
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12-08-2021, 11:43 AM | #19 | |||||
Join Date: Sep 2004
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Re: Questions about Innate Attack (Wall)
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12-08-2021, 03:37 PM | #20 | ||||
Join Date: Jun 2013
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Re: Questions about Innate Attack (Wall)
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*It could be interesting to actually roll damage, rather than going with the average, to determine how effective a Wall is. This would represent a character with powers that are a bit unpredictable. You'd probably decide beforehand how to distribute the Cover DR between DR and HP. Quote:
Burning Innate Attack (Area Effect +25%; Persistent +40%) [8.25]/level vs Burning Innate Attack (Persistent +40%; Wall +30%) [8.5]/level Both of these create a flame that lasts 10 seconds. For the first, the flame fills a single hex. For the second, the flame fills that same hex, and also fills two adjacent hexes, for only a relative +5% Enhancement, compared to the first. With that said, however, it seems inappropriate that Area Effect, 1 yard +25% + Wall +30% costs +5% more than Area Effect, 2 yards +50%, given the former is basically the latter with 4 hexes removed. Honestly, given how much of the area is removed for Wall, part of me feels it overcharges. I'll revisit that later in the post. Quote:
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... As for the cost of Wall, compare Selective Area. This gives you more hexes to play with (only +1 for a two yard radius, but far more for larger radii) for a markedly lower cost (+20% instead of +60%), with the caveat that you can't make hexes outside of your nominal radius with Selective Area, while you can do so (provided you stay within Range*) with Wall. Wall also lets you make a Wall rigid - but as it gives no discount for making a permeable one, this clearly doesn't factor into its price (or if it does, permeable Walls are a bad deal). It's also odd that Wall for a 2-yard AE gives you enough hexes to cover the borders of a 2-yard AE, but larger AE's give you far less - 4 yards is enough to cover the borders of a 3-yard radius, 8 is enough for 5-yard borders, 16 is enough for 9-yard borders, 32 is enough for 17-yard borders, and so forth. Essentially, the equation here would be AE/2+1 yards. I'm starting to think it might be more appropriate to make Wall actually a +0% modifier; you can choose either a Static Wall, which is like the +30% version (you have to set locations/orientations when you create the power), or Dynamic Wall, which is like the +60% version (you set locations/orientations when you use the power). Both are worth +0%; Static Walls have a number of hexes equal to the border of their nominal AE - you can calculate this as 6*(AE-1) - while Dynamic Walls have half this number - 3*(AE-1). For a 2-yard AE, that's 6 and 3, respectively; for 4-yard AE it's 18 and 9, for 8-yard AE it's 42 and 21, and so forth. Note this does mean a 1-yard AE generally cannot be made into a Wall (it gives you 0 hexes to work with), although I'd make an exception and allow it - a 1 yard AE that is made into a Wall simply creates a 1 hex Wall. *I'm actually not certain how Walls work in this regard. Can they go anywhere, even outside of your Range, so long as they're continuous?
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