09-18-2007, 10:27 PM | #61 |
Join Date: Aug 2006
Location: Woburn, MA
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Re: Rules puzzle: Extra Attack and readying
Ciaran, I think what Bill is taking issue with is your assumption of him as trying to lay blame at someone's feet, and you telling him the fault was his after all. He wasn't trying to assign blame, but instead attempting to get some crunchy rules advice and clarification. He sounds like he's having fun with his character, and was a bit unsure of how to properly proceed into an area that his character was not explicitly designed for. To me, your post did come off a bit crass and aggressive, although it sounded like your intent was to reveal what you thought the real issue was.
Bill - it looks like myself and the other posters have helped uncover some of the crunchy bits you were looking for and you've found yourself an interesting new tactic for your supers character, some directions in which she can develop her new style once she trains up a bit. Out of curiosity, will the players in this game have the downtime opportunities to make use of the improvement through study rules? It seems like some games have almost no down time for the characters, and for many others the chance is rare. It's always fun to have something your character is trying to get better at. And I find it's more interesting to do it in this kind of way, rather than just adding yet another level to some master-level weapon skill.
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"It is mercy, compassion and forgiveness I lack, not rationality" -Beatrix Kiddo |
09-18-2007, 10:31 PM | #62 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Rules puzzle: Extra Attack and readying
Mark and I are arguing, but we're talking in rules terms when we disagree. I'm good with arguments like that . . . they're nice and, I dunno, Socratic or something. Let's not have argumentative arguments, though, okay?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-18-2007, 10:55 PM | #63 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Rules puzzle: Extra Attack and readying
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Bill Stoddard |
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09-18-2007, 11:01 PM | #64 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Rules puzzle: Extra Attack and readying
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09-18-2007, 11:09 PM | #65 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Rules puzzle: Extra Attack and readying
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Bill Stoddard |
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09-18-2007, 11:12 PM | #66 | |
Join Date: Apr 2005
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Re: Rules puzzle: Extra Attack and readying
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Excuse me while I now sod off. |
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09-18-2007, 11:28 PM | #67 | |
Join Date: Aug 2004
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Re: Rules puzzle: Extra Attack and readying
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Just my best guess... If you play "fast and loose", it probably doesn't matter much if you let characters Ready items in both hands at once. |
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09-18-2007, 11:41 PM | #68 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Rules puzzle: Extra Attack and readying
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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09-19-2007, 05:20 AM | #69 | ||
Join Date: Aug 2004
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Re: Rules puzzle: Extra Attack and readying
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Or, even given Kromm's ruling that EA only gives you *attacks*, not *maneuvers*, I might just say that a Ready is close enough in nature to an Attack that I'd allow the substitution anyway. After all, you can do better with a couple of points in Fast-Draw for any weapon you really want to draw quickly, and even if used to re-Ready weapons that normally become unready on use, that just means that EA 1 increases a character's frequency of attack from once every two turns to once every turn. Doesn't really seem unbalanced to me; seems to me the real reasons that ATR is worth 4x as much have to do with being able to stack two Moves or end your sequence on an AOD, things like that, rather than the Ready component. But that may just be me. |
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09-19-2007, 10:44 AM | #70 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Rules puzzle: Extra Attack and readying
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The text on p. 103 of Martial Arts says that Fast-Draw rolls are made at a cumulative -2 penalty for additional attempts in the same turn, for each hand separately. For example, you can Fast-Draw a rapier with your primary hand at no penalty, cast it aside, and Fast-Draw a pistol at -2; in the same turn, you can Fast-Draw a dagger at -4 with your off hand, drop it, and Fast-Draw another pistol at -6. So it appears that there is no inherent prohibition on keeping track of each hand separately when it comes to grabbing weapons. There is no mention of a need for an Extra Ready to grab that dagger, for example. What if you don't have Fast-Draw? There's no explicit statement that I can find, but I can see several possible answers: *You need to buy an Extra Ready. *You still don't need an Extra Ready; the two hands don't interfere with each other. This seems to make sense for configurations like rapier and main-gauche, or sword and buckler. *You can take Double Ready as a perk for a specific weapons combination. This lets you grab, say, a rapier and main-gauche, or two rocks, in a single action, but does not let you grab any two weapons. I kind of like this in that it seems commensurate with the cost of Fast-Draw: you invest a point in Fast-Draw (Rock) and you can grab two weapons instantly with good rolls, or you invest a point in Double ready and you can grab two weapons in one second without rolling. *Alternatively, we could say that double ready normally takes two seconds, but that if you have Ambidexterity you can do it in one second—it's the relatively poor accuracy of the off hand that slows you down. That seems more debatable. I kind of like the perk option, actually. Does it seem to be balanced as far as cost is concerned? If so, I'll talk to my GM about it. Bill Stoddard |
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