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#61 |
Join Date: Nov 2011
Location: South Dakota, USA
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Seems like a good idea to me; those wishing for more depth and answers can pursue it, but it won't force others to give up on the thread or wade through something they aren't interested in/can't hope to properly follow should the discussion run long. I did that myself in the previous [Basic] Advantage of the Week thread to its detriment, and I had to pretty much bail out on the 5e discussion thread for the same reason.
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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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#62 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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If a character is so fast others don't see her Feint and thus don't divert their defence, then the character is also so fast that others don't see her perform other types of Attacks and thus can't defend. But characters get a full defence against ATR1+ characters, so it's not too fast for that. Sorry, one of my houserules here. Rarely if ever relevant, but it's there. |
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#63 | |
Join Date: Aug 2006
Location: L.I., NY
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An attacker with high ATR could use a feint as the first maneuver every turn (not a big loss if they have several maneuvers per turn), wait for good rolls, then make multiple Telegraphic All Out (Strong) or All Out (Double) attacks to the skull or vitals, or multiple Telegraphic All Out (Determined) attacks, perhaps using Mighty Blows to the eye. It could get ugly fast. Last edited by Mr_Sandman; 08-26-2014 at 04:57 PM. |
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#64 | |
Join Date: Nov 2011
Location: South Dakota, USA
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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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#65 | |
Join Date: Aug 2006
Location: L.I., NY
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However looked at from a game perspective, you want the relative costs and benefits of Feints and beats not to change, and the benefit potentially skyrockets as levels of ATR increase. From a game perspective, a general rule that you have to spend as much time Feinting as the time you get a benefit from it makes sense. So the rule in the book is take a full turn of Feint, and get the benefits for your next full turn. The explanation of why that is so, really doesn't hold up too well. Other ways you could do it would be to have Feints only apply to the next maneuver the character with ATR takes, so they have to alternate. Or let the character take as many maneuvers of Feint as desired, then make one roll and it takes effect for the same number of maneuvers. Both of these would be even harder to justify 'in world' though. Beats would cause even more trouble, because they affect the opponent's defenses for attacks from others as well. There's no good way to rule on a character with ATR 4 who gives up one-fourth of their attack potential, using a beat on their last maneuver. How many of his allies get the benefit of that? All of them? Then the Beater gets the benefit on his first maneuver of his next turn too? Seems unfair, not only to the target, but to all the characters who have to give up potential attack maneuvers on a one-to-one basis with Feints and Beats. |
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#66 |
Join Date: Nov 2009
Location: Oregon
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I haven't seen the film, but the ability to aim shots in slow-motion may be best handled by Gunslinger (plus optionally ETS). This likewise applies to robots or cyborgs with built-in targeting computers that let them plot ballistics in an eye-blink. I'd reserve ATR for people who are physically moving faster too.
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#67 | |||
Join Date: Nov 2011
Location: South Dakota, USA
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I don't know what a Beat is; I've got Basic Set Characters, Basic Set Campaigns and Powers. Do I want some of the other books? Indeed, but I cannot afford it (no, really - I'm fortunate to have room, board and a computer with internet access right now). If you want to give even a quickie definition, go ahead. If not, no worries, I'll just focus on the Feints and if the difference between the two "breaks" the system, you'll have to let me know and indicate why. ;) Quote:
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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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#68 | |||
Join Date: Aug 2006
Location: L.I., NY
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ATR 1 would work more or less just like having no ATR. You give up one attack, and your next attack maneuver gets the benefit. So no benefit to Feinting at 100 points spent. Unless you want the Feint to be effective through the Feinter's current and entire next turn. Then the benefit is tripling the effectiveness of Feints. (But that is contrary to All Out Attack (Feint) where it is only good for the current turn, not the next one.) ATR 2 for the next 100 points would jump up to two attacks getting the benefit, thereby doubling the effectiveness of Feints. If you get the current and next turn, it goes to 5 attacks that get the effect. So the second hundred points either buys you much more Feint effectiveness relative to the first, or a little less. Either way it also violates the principle that seems inherent in the RAW that every Feint should give you the benefits for as many attacks as you forfeited to feint. Quote:
Just eyeballing it quickly without doing any calculations, it also seems like the benefits of feinting would dilute very quickly as ATR increased, to the point of disappearing at high levels. So you would be getting less value from every 100 points you spend on ATR. Perhaps something with the effect from the Feint decreasing with each attack after the feint would be more balanced, and could represent the opponent slowly (from the ATR user's perspective) getting back into guard after being Feinted. I'd have to think about how that might work out. Last edited by Mr_Sandman; 08-26-2014 at 10:12 PM. |
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#69 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#70 | |
Join Date: Aug 2014
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though On a more serious note, I was think of adding something like this to my game, but Instead of every turn, It only last about only so much "seconds" before having to "Charge up" What the thoughts of this use? |
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Tags |
advantage, advantage of the week, altered time rate, aotw, super speed, week, [basic] |
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