03-01-2022, 11:16 AM | #161 |
Join Date: Oct 2005
Location: Earth
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Re: Archery in this game kind of sucks.
Here is a worked example of how such an encounter with a 99cp archer could work:
Default: 1 Draw arrow 2 Ready Bow 3 Aim 0-3 turns Fire My party just recently added an archer, so using the rules mostly gathered by GURPS Dungeon Fantasy, I can make this archer defeat about 15 humanoid foes starting at 30 yards... Ordinary Joe becomes Archer [99cp] ST 10 DX 10 Ranged Weapon DX+7 (BOW) [24] Quick-draw DX+2 (Arrow) [1] Heroic Archer [20] DF1p14 Quick-shot [3] -- no penalty for Heroic Archer (DF11 Powerups p. 32) Weapon Bond [1] DF1p14 Targeted Attack (Bow/Eye) (to -4) [6] (p. MA68) Forest Guardian 4 [20] -- From GURPS Powerups 3: TALENTS (or GDF2) Forest Guardian talent which gives +1 to bow and to Fast-Draw (Arrow) for only 5 points per level. Double-shot [7] -- dual draw and ready 2; fire at same or different target! (GDF11 Powerups p. 32) Strongbow [1] Enhanced Tracking (multiple lockons)[6] (GDF11 Powerups p. 32, but rules from POWERS) TOOLS Composite Bow: Balanced, Elven (B275, GDF1p.26 / "reflex bow p.LT75) Arrow: balanced, very fine, tempered glass (+1 to hit, +3 to damage) "Barbed" Arrows, when removed, inflict half damage again that they did going in. (p.MA232, p.LT73) Quick Draw +2 Vest 600$: Tactical vest from HT, using the rules for Fine and Very Fine Gear from GURPS Action1p.26, to make a +2 Fast-Draw tactical vest for 600$ based on the AdventurerWebbing in Dungeon Fantasy 1p.26 (and Load-Bearing Vest Action1p.28). Fast-draw is now @DX +2 (Vest) +4 (Forest Guardian) = 16 Note with these tools an unaimed AoA shot is: @DX+7, +1 Weapon Bond, +1 Balanced, +4 Forest Guardian, +1 AoA, +3 from Bow Acc (Heroic Archer) = 27 Aiming for 1 second adds +1 (heroic archer), +1 from scope (Yes, HT201 mentions bows can use scopes, and DF1p.26 has a 2x scope for +1 that explicitly grants Telescopic Vision1 when peered through)* POWERDOWN: If you have stone arrows (p. B275) then the damage is only 1d6+2 but the rest applies! (The doubling of armour does not apply if you bypass it!) (1d6+4 with Weapon Master(Bow)!) Odds are this archer can defeat up to 15 humanoid foes. Start: Melee guys at 0y point, archer at 30y point. Let's say they are DX11 HT11 Combat reflexes so have Dodge 9 (43%). Depending on who does what first will make a little difference in the end: Hopefully archer also has Combat Reflexes (+1 to fast-draw too) and can ready and step back before foes move... Turn 1 : Melee guys run 4 yards to point 4y, Archer Fast-draws 2 arrows, Targets at TWO different foes' eyes. Extra Attack(Bow): Archer fires. Distance is now 26y (-7 to hit) then -4 for TA(Eye), for net -11 skill. 16 or less on 3d6. POWERUPS: Extra Attack (Bow Only) permits the first part being an AIM which here only grants +2 to hit: Each arrow is 1d6+4 damage (B399) encountering 0 DR, Damage x4, knockdown rolls at -10 (likely unconscious p. B420), roll on critical head table p.B556... Damage over 2HP blinds the foe... Steps back 1 step to 31y (free B386) TURN 2 : Melee guys run 4 yards to point "8yard". Archer Fires 2 arrows at skill 16 (oops, one dodges!) Archer steps back 1 step to point 32y. Turn 3 : Melee to 12y Archer Fires 2 arrows at skill 17 Archer steps back 1 step to point 33y. Turn 4 Melee to 16y Archer Fires 2 arrows at skill 18 ->16 (Foes -1 to Dodge)** Archer steps back 1 step to point 34y. Turn 5 : Melee to 20y Archer Fires 2 arrows at skill 20 -> 16 (Foes -2 to Dodge)** (Odds: 1 Critical success) Archer steps back 1 step to point 35y. Turn 6 Melee to 24y Archer Fires 2 arrows at skill 20 -> 16 (Foes -2 to Dodge)** Archer steps back 1 step to point 36y. Turn 7 : Melee to 30y (Haha, Archers can walk too!) Archer Fires 2 arrows at skill 20 -> 16 (Foes -2 to Dodge)** (odds are one dodges) Archer steps back 1 step to point 37y. Turn 8 Melee to 34y Archer Fires 2 arrows at skill 22 -> 16 (Foes -3 to Dodge)** Archer steps back 1 step to point 38y. Odds are this archer has just stopped 15 foes. Then around turn9 depending who is resolved first archer may get to act again... ** Take a Deceptive Attack (B369, MA121 for Bow). -4 to hit gives foes -2 to Dodge. You want to stay at net 16 or better target for max critical success rate (10% for 3-6 on 3d6) which will remove the chance a foe can roll a defense... Now with the -2 these foes must Dodge against 7 or less (16% down from 43%, one in 6 will Dodge successfully) POWERUPS: Assuming a typical foe has a dodge skill under 10 then this is a good build (DX and HT under 12, plus CR)... Otherwise you need to overcome this with Higher net Skills (via telescopic Vision, even, to get +3 to +6 in bonuses per level when you aim) so you can take a Deceptive Attack (B369, MA121 for Bow). -4 to hit gives foes -2 to Dodge. You want to stay at net 16+ for max critical success rate (10% for 3-6 on 3d6) which will remove the chance a foe can roll a defense... POWERUP: Not included, but only 18cp more from above due to discounts it offers: Weapon Master (Bow) [20] (+2 to damage and lowers costs of other advantages) Telescopic Vision [5/level] -- acts as +1 to hit as a scope ... (Recommended DF11 Powerups p. 32 ) If MAGIC Is available: * For ONLY 100+100$, have the bow enchanted with QUICKAIM 2 which makes 1 turn of Aim worth as if you aimed for 3 turns! That will add the +2 for Aiming, plus +3 for a scope (or more for telescopic vision)... Note this is doubly useful as fixed scopes are the only kind available before TL7 (HT156) so buy one +3 fixed scope and with Quick-AIM 2 you get the +3 bonus with 1 second of aiming! Buy a BLESS Spell casting on yourself for 50$ (p. M129), given standard enchantment costs for +2 to all die rolls including attack and damage dice. (Costs of spellcastings of 100 energy or less are 1$/point, and BLESS is part of GURPS Dungeon Fantasy, mentioned in DF9:Guilds) -- - Eric Funk Knowledge Brings Fear -- Motto of Mars University, Futurama
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- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
03-01-2022, 11:25 AM | #162 | |
Join Date: Oct 2005
Location: Earth
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Re: Archery in this game kind of sucks.
Quote:
Telescopic Vision acts as a scope (B92).
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- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
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03-01-2022, 11:35 AM | #163 |
Join Date: Oct 2005
Location: Earth
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Re: Archery in this game kind of sucks.
If magic is available, buy healing spell arrows and fire harmless Boffer arrows at your allies to heal them! (302$ for 6HP arrow, on par with a major healing potion from GURPS Dungeon Fantasy 1)...
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- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
03-01-2022, 11:40 AM | #164 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Archery in this game kind of sucks.
Quote:
My entire point was that the rules for Telescopic Vision exactly matches the rules for optics, except that it doesn't expressly on B92 limit the bonus to Acc. |
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Tags |
bow, ranged combat |
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