09-19-2007, 11:05 AM | #71 | |
Join Date: Aug 2004
|
Re: Rules puzzle: Extra Attack and readying
Quote:
I suspect that the official position would require two Ready maneuvers, but I've been wrong before *rolleyes* |
|
09-19-2007, 11:36 AM | #72 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Rules puzzle: Extra Attack and readying
Quote:
Note that Fast-Draw really is "that fundamental" to the game. Far from being a slightly obscure optional extra for fighters, it's the assumed and preferred mechanism for what it accomplishes for multi-weapon and thrown-weapon fighters, not to mention gunmen. I would say that it's difficult to build armed PCs and use the combat system as written (and as expanded in Martial Arts) without assuming that every serious fighter has Fast-Draw for his or her weapons of choice. A big issue with historical styles vs. game realism, though, is that many if not most historical styles assumed fighters starting with weapons in hand, either rushing into battle or preparing to duel. Getting to one's weapons quickly was rarely a priority, with some notable exceptions. PCs being rather . . . odd, I'd say that they will often be adding Fast-Draw to styles that don't call for it, even optionally.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
09-19-2007, 11:47 AM | #73 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Rules puzzle: Extra Attack and readying
As for perks . . . Sure why not? We already have a perk that lets you swap things as a free action, and another that extends Fast-Draw to sheathing, so I can't see a third perk that extends a Ready to both hands being especially bad. If it's specialized to specific weapons -- Dual Ready (Dagger/Rapier) -- and still takes a second, then the point this costs is arguably balanced against the point it would cost to get Fast-Draw for one weapon and take a second to Ready the other. The need for a die roll in the second case is offset by the fact that it's adaptable, where the perk is a set piece.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-19-2007, 02:22 PM | #74 | |
Join Date: Feb 2005
Location: Brescia, Italy
|
Re: Rules puzzle: Extra Attack and readying
Quote:
|
|
09-19-2007, 05:04 PM | #75 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Rules puzzle: Extra Attack and readying
Quote:
Fast-Draw (Rock) would have been the way to go, had I built her as a rock thrower in the first place, instead of having it emerge during play. La Gata started out with Thrown Rock-15, the default from her DX, and later invested an earned point in the skill; she's learning Fast-Draw (Rock) as fast as the GM will let her. When she DOES learn it, of course, she'll have Fast-Draw (Rock)-19 with both hands (Ambidexterity) and be able to grab and throw two rocks a second . . . which will substantially improve on what she has now. |
|
09-22-2007, 01:45 PM | #76 |
Join Date: Apr 2005
|
Re: Rules puzzle: Extra Attack and readying
Rereading this thread, it's clear to me I owe Bill an apology - I managed to conflate his and another poster's comments in my mind, leading to a far more caustic response than his (quite reasonable) posts deserved. So count this as my public mea culpa. And maybe La Gata wasn't designed from the ground up for combat (no sin that), but she still sounds really cool!
|
09-22-2007, 07:56 PM | #77 | |
Join Date: Apr 2007
|
Re: Rules puzzle: Extra Attack and readying
Quote:
There is an Ally one-armed swordsman in town that's been known to Evaluate and attack difficult targets on his turn, among other combat options, which it sounds like he cannot do anymore with just Extra Attack.
__________________
Talking to you is sort of the conversational equivalent of an out-of-body experience. -Susie (Calvin and Hobbes) It's not impossible, it's just really unfair. :( -Trance Gemini (Andromeda) |
|
09-22-2007, 11:22 PM | #78 | |
Join Date: Mar 2006
Location: Iceland*
|
Re: Rules puzzle: Extra Attack and readying
Quote:
A +4 to skill with his primary weapon costs 24 CPs. DX without a bonus to Basic Speed costs 15 CPs. There are better ways to buy a bonus to your to hit chance.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
09-22-2007, 11:58 PM | #79 | |
Join Date: Apr 2007
|
Re: Rules puzzle: Extra Attack and readying
Quote:
EDIT: Thinking about it, haven't seen it used as a full Extra Attack Maneuver, still just one Extra Attack, just one used regardless of other actions in the turn. Still curious what a full Extra Attack Maneuver might cost, but I suppose it would be more of a modifier to Extra Attack (+?% Usable on any turn). Mentioned the thread to the GM of that game, currently in a holding pattern of 'house ruled to work as we thought it did until he hears a suggestion he likes'.
__________________
Talking to you is sort of the conversational equivalent of an out-of-body experience. -Susie (Calvin and Hobbes) It's not impossible, it's just really unfair. :( -Trance Gemini (Andromeda) Last edited by Armorlord; 09-23-2007 at 12:09 AM. |
|
09-22-2007, 11:59 PM | #80 | |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Rules puzzle: Extra Attack and readying
Quote:
But in any case, she's been a lot of fun to run. Between Basic Move 12, Enhanced Time Sense, Daredevil, and the option of Acrobatic Dodge, she's nearly impossible to hit, and I regularly have her do things that look suicidally reckless and get away unscathed (though there is still an element of risk—those natural 17s and 18s—and thus she gets the benefit of Daredevil). It's quite fun to hear another player refer to her as "Crazy Cat." Bill Stoddard |
|
|
|