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#21 |
Join Date: Jun 2013
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The rest of your post is spot on, but I should note with these two, the extra penalty for Knockdown only applies on a Major Wound (injury over 50% of HP). However, any hit that causes any degree of Shock (or would have, if the character has High Pain Threshold), causes a straight roll against HT to avoid knockdown/stunning, which is still quite useful.
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#22 | |
Join Date: Dec 2008
Location: Behind You
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Oh, I see what you mean, I might have misworded something, but yeah, it still superior to hit things not the torso. Yeah, I fixed my post for that wording.
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#23 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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I disagree with this entire paragraph. PCs tend to have inflatedly high skill levels, yes, because players hate to miss attacks. Skill 12 is where I'd peg professional snipers and weapons at DX level (10) as typical for most soldiers who can take one of Telegraphic or All-Out Attack to boost their accuracy while people relying on default alone need both and elite warriors (as most combat PCs tend to be) can do away with both.
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#24 |
Join Date: Feb 2009
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I tend to disagree, I aim for the torso the most, because in order to get good effects you need to hit, and the skill used to aim for hit locations can instead be used to go deceptive or rapid strike increasing chances to hit
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#25 | |
Join Date: Jul 2008
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At TL2, some people might have helmets that largely enclose the face but no one is likely to have neck armor. If you've got the skill for it (and you can buy a Technique to help) stabbing folks in the neck is a very appropriate approach.
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Most importantly, impaling (or big piercing) damage loses its favorable wounding effects on limbs. You might want to stab someone in the arm sometimes, but you're losing a lot of damage potential. For crushing, and especially for cutting (which has no Vitals effects), the torso has less going for it. But it can still be a good target for very strong attacks where you'll lose a lot of wounding to the cap on limb hits. Of course smashing somebody's arm or leg to uselessness has a considerable benefit of its own, but one-shotting them to negative HP may be more useful than breaking their arm. If that's your only reason to aim for the torso, you should take a random location instead. It doesn't cost you any skill and gives you a chance of hitting somewhere else. This may often be a good choice for a cutting or crushing attack.
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#26 | ||
Join Date: Jun 2013
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Given, with the penalties to hit (which typically translate to a bonus to defend, as you can't lower your skill with deceptive attack as much) of the various locations, and the importance that even a single hit can have in GURPS, the Torso often does wind up as a pretty good location to attack. There's usually a fairly balanced toss-up as to where is the best location to attack in any given situation - a few exceptions being the Legs in any situation where mobility is a concern, and of course the Wings in any aerial combat where one or more characters has Flight (Winged). |
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#27 |
Join Date: Feb 2009
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Front Torso and skull tend to be the most commonly armored areas I find also, weapon arm, neck, groin and feet possibly next tier of popularity
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#28 | |
Join Date: Dec 2008
Location: Behind You
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However, if you're trying to make someone ineffective in combat, Torso is not often the best place to hit.
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#29 | |
Join Date: Dec 2008
Location: Behind You
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I can't imagine putting 1 point in a skill makes you an expert sniper. I can agree it makes you trained, but not expert. I'd probably never stat an enemy sniper, even average at less than 13 in Rifles. Of course, it's up to each GM, but judging from all the templates for NPCs and such, you don't tend to see combat "Experts" at less than 13.
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#30 | ||
Join Date: Sep 2004
Location: Medford, MA
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You get to choose which school your join. Quite a lot of the difference is that the Cult member tend to think people have low skills but get generous bonuses for routine tasks. Of course life and death situations are never routine tasks which tends to result in bad times once the PCs start adventuring (in my experience). I remember reading this somewhere once (though I don't recall where)...and this is where I fall: 12 for starting professional level skills, 14 for starting professional level skills where life and death is concerned (combatants, surgeons, pilots, etc). But for me 14 is Spear is a good starting professional level. |
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Tags |
armor, combat distance, impaling, question, rules |
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