01-23-2022, 06:49 PM | #71 |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: should there actually be "indestructible" weapons?
It seems to me that the easiest thing to do is deprecate the change in UltraTech that made the Force weapons non-damaging to Critical Parries at your table if you think it is a problem that is going to come up often enough that it snaps your player's suspension of disbelief in getting incredibly lucky when facing a 7 hex Force Whip...
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Joseph Paul |
01-23-2022, 08:25 PM | #72 | |
Join Date: Aug 2018
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Re: should there actually be "indestructible" weapons?
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The issue's also envisioning what's happening, like you can maybe use skill or speed to fling the force fields of the plasma sword without the plasma leaking through as much as it normally would. Plus getting back to title the issue I guess is also imagining what the forcefield is in terms of HP or DR for composition. Like maybe if it is as "Diffuse" thing that could explain how you can move through it, yet maybe not as readily as one would walk through an insubstantial character? |
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01-23-2022, 10:48 PM | #73 |
Join Date: Dec 2007
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Re: should there actually be "indestructible" weapons?
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01-24-2022, 05:04 AM | #74 | |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: should there actually be "indestructible" weapons?
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There is no good reason to keep trying to find a solution - just change the ground rules. The original question concerned the advisability of including indestructible weapons. A Force weapon is not indestructible, it's emitter is a fine target for making it non-functional. I would direct you to my interpretation of how the Force weapons work - the annihilating energy is bound to the outside of the force field allowing it to make contact with the target but not to leave the surface of the force field. That gets around having to have the field flicker or to figure out how it is a one way screen for the energy (Holy Maxwell's Demons!).
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Joseph Paul |
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01-24-2022, 06:31 AM | #75 | ||||
Join Date: Jun 2013
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Re: should there actually be "indestructible" weapons?
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You're taking a Critical Success result and saying "This should be possible without a Critical Success." If that's true, all Critical Success results should be possible without a Critical Success. Try to think up justifications for why a given Critical Success result is achieved - for 3x damage, this could represent hitting a particularly-vulnerable section of armor that is over a particularly-vulnerable sublocation while the foe is moving toward you, in an optimal manner to create massive Injury, for example - and you'll see that most are things that are theoretically doable on purpose but practically impossible in the chaos of combat. And that's what avoiding damage while Parrying a force sword - or avoiding catching the zombie virus when Parrying a zombie, avoiding burns when Parrying a punch from the Human Torch, etc - is: something theoretically doable on purpose but practically impossible in the chaos of combat. It's a Critical Success.
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01-24-2022, 06:57 PM | #76 |
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Location: Indianapolis, IN
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Re: should there actually be "indestructible" weapons?
Other thoughts on out-of-reach Parry.
1) Force whip does 4d(5) - An unarmed Parry need not be an un-armored Parry. Wear good armor. 2) Allow Throwing, Thrown Weapon, or Throwing Art to be used as a Parry. Throw an object at the opponent's arm or directly into the path of the whip causing it to lash itself around that object and not you. 3) I am sure I had another option...oh well.
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Joseph Paul |
01-24-2022, 11:52 PM | #77 | |
Join Date: Aug 2018
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Re: should there actually be "indestructible" weapons?
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I guess a similar question could be asked about Innate Attack too. Does a 0.25 dice innate attack essentially have infinite HP and DR regarding "targeting weapons" or breakability? |
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01-24-2022, 11:59 PM | #78 | |||
Join Date: Aug 2018
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Re: should there actually be "indestructible" weapons?
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The GM won't ask when it doesn't matter, but when it does matter (like either char has an aura or isolated body armor) they probably will ask. To keep an air of mystery they should probably ALWAYS ask (you never know when someone might have an advantage which makes this matter) as otherwise the lack of asking is like free "nothing to worry about" data. Quote:
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This is a cool idea, I imagine you could use the way Sacrificial Parry operates (can defend an ally within your weapon's reach) as a sort of precedent to represent something like "I don't need to wait until the attack enters my hex to parry it". IE if someone throws a grenade and I have a reach 3 bo-staff, I should have the option to make contact w/ staff at 3 yards away instead of 1 yard, in case it goes off, so I take less damage from a possible explosion. I've always thought maybe this should be harder than waiting for reach-C distances to complete a parry though, like -1 per yard away your ally you're defending is (or for parrying exploding attacks from further off) |
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01-25-2022, 04:35 AM | #79 | |
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Location: Indianapolis, IN
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Re: should there actually be "indestructible" weapons?
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[EDIT to add] There is also the issue I believe that has come up before about the different expectations between abilities of characters bought with points and equipment bought with money. If I pay points for an Innate Attack I certainly expect it to function as I bought it and that it is not able to be taken from me, suppressed or broken with out a commiserate outlay of points by my opponent(s) for the ability to do so. Equipment - not so much.
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Joseph Paul Last edited by Joseph Paul; 01-25-2022 at 07:10 PM. |
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01-25-2022, 10:24 PM | #80 |
Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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Re: should there actually be "indestructible" weapons?
As far as I can remember, I don't think anyone I've done GURPS with kept track of damage made to weapons--unless it was something extreme, i.e. you parried an axe with a short bow. To me, it seemed like extra paperwork that would slow down the game. But to each their own.
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cannot be broken, cannot break, force sword, rapid fire, ultra-tech |
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