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#21 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Not really. ETS doesn't give you anything ATR does, at least directly. It does not grant you the ability to offset Time Spent penalties etc.
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#22 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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I have never seen a PC take ATR. And I can see exactly why.
When I first got GURPS I read through the basic set and saw ATR and immediately thought: "Oh, this is how you build supernaturally quick creatures like elves from Eregon." So I built a character with ATR and a foe (or two, I can't remember). The other stats were fairly equal. I was quite disapointed with the results. My hoped for combat monster-- wasn't a combat monster. Yes, it was a rookie mistake: the way to build a supernaturally fast combat monster is to buy up basic speed, DX, move and perhaps add levels of extra attack, maybe with a modifier to denote that I'm attacking twice because that's how fast I move, but it illustrates why so few players take ATR: supernatural speed is usually best handled in other ways. half of me thinks ATR is overpriced. The other half looks at how often compartmentalized mind is taken and wonders if a ATR minus CM would be the best way to handle a lot of speedsters, and what that is worth.
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#23 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Enhanced Time Sense seems to take one very limited aspect of Accelerated Time Rate; perception (not to be confused with the Attribute) and processing. You can't move any faster (save where your improved perception would allow your normal speed to still react faster than someone else who is "still processing"), but you do get that processing time. The lack of affecting the Concentrate maneuver may boil down to what concerns me about Enhanced Time Sense; it doesn't grant a specific amount of additional processing time. Of course there is one other disconnect; Enhanced Time Sense automatically puts you ahead of those without Enhanced Time Sense in turn order (when such a thing is relevant). That... kind of contradicts how it isn't supposed to increase your speed; does it matter if I am perceiving and processing faster if my move is 1 and my opponent's move is 20?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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#24 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#25 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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On the other hand, isn't this better discussed when we get to ETS? |
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#26 | |
Join Date: Jul 2008
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ATR 1 is in many respects not as good as being two people, in a fight.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#27 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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It allows all out attack followed by all out defense. That's worth quite a bit.
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#28 |
Join Date: Jul 2008
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Specifically, it's worth getting Telegraphically stabbed in the Vitals by someone who Waited.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#29 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#30 | |
Join Date: Aug 2006
Location: L.I., NY
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If a player thinks "My punches should do more damage, because my fist moves twice as fast" or "I should be able to get around any defense those slow-pokes put up" or "I should be able to dodge any attack, because those guys move like 3 year-olds compared to me" ATR on its own will seem disappointing. All those effects are provided by other advantages, and if you want a superhuman combat monster, you should take Striking ST, Increased DX (or extra levels in your combat skills), and Enhanced Dodge. (Although using one or more AoA Determined to make a Deceptive Attack, then taking All Out Defense with your last maneuver simulates the second and third reasonably.) The tactical advantage of being able to safely use AoA, or make a run-around attack using Move and Attack (or AoA if you have the Move to do it) then a regular Attack or All Out Attack to someone's back, or take a Wait as your last maneuver and interrupt your opponent's attack after you've already had yours is worth hefty points for combat effectiveness, and maybe some more just for the 'in your face' fun of it. |
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Tags |
advantage, advantage of the week, altered time rate, aotw, super speed, week, [basic] |
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