12-16-2011, 07:51 PM | #31 |
Join Date: Sep 2004
Location: Canada
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Re: 4e rules { Sweeping blows by humans and by giants (SM+2) }
No, I was answering the question "Where's the large-area injury rule?" from two people who were having trouble finding it.
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12-16-2011, 08:13 PM | #32 | |
Join Date: Jun 2009
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Re: 4e rules { Sweeping blows by humans and by giants (SM+2) }
Quote:
There's also Overrun on B432.
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12-17-2011, 01:13 PM | #33 |
Join Date: Dec 2011
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Re: 4e rules { Sweeping blows by humans and by giants (SM+2) }
sorry about the tag im new to this media
what i meant was "sweeping blow" being a baseball bat swing at your front hexes with less intent to hit a traget as to hit a location. In older sjgames such as TFT this attack was given a -4 to hit but you would roll once for each front hex. This is really weak and not very realistic because you could do max damage to three different oppenents in one swing. I like the telegraphic attack for this +4 to hit (hitting a stationary location) but giving +2 to active defenses. But if you hit multiple opponents should you be able to exceed max damage by a weapon in one swing or should your swing be stopped upon reaching max damaged. Also, if you do knockback is the opponent knocked directly awayor sideways into the next opponent. How do you handle that? And if your weapon is really large. Such as a 15' tall (sm2, st35) giant could use a maul that weighs 22lbs and is 2 or 3 hexs long, which hexes would be effected? All front out to three hexes, just hexes 1&2 or 2&3 or 1or2or3? If this was Ben Grimm swinging a telephone pole into a bunch of cannon fodder you knock them all out and move on but against PC's I'd like better rules. |
12-18-2011, 07:36 AM | #34 |
Join Date: Jun 2009
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Re: 4e rules { Sweeping blows by humans and by giants (SM+2) }
How about you get a technique that makes an all out attack that hits everything in a half circle area starting from your dominant side to your opposite.
Like Whirlwind attack, the maneuver makes an individual attack on each target in order, and the first failure ends the maneuver. And maybe this would only work for crushing attacks, because cutting attacks would just use Whirlwind Attack instead. If you hit and the defender makes a parry or block, do a quick contest of ST. If you lose, the defense wins and the attack fails. For weapons like Baseball Bats or Mauls I think knockback would only apply if you hit everyone in the area (going into the direction of your swing), or maybe for spaced out characters they'd take the knockback up to the point where the attack fails.
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12-18-2011, 08:25 AM | #35 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: 4e rules { Sweeping blows by humans and by giants (SM+2) }
Quote:
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12-18-2011, 08:35 AM | #36 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: 4e rules { Sweeping blows by humans and by giants (SM+2) }
actually it kinda does, as only Weapon Master or Trained by a Master are allowed to improve combinations, let allow get accesses to the 3rd strike of Rapid Strike
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12-18-2011, 08:43 AM | #37 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: 4e rules { Sweeping blows by humans and by giants (SM+2) }
Quote:
Combinations, Martial Arts p. 80, also explicitly allows them to be bought up, noting it in two different places. My statement is entirely accurate, even in a realistic game. There's no Rapid Strike cap inherently, Combinations explicitly let you buy off the RS penalty at the trade of a specific, knowable series of attacks. TBaM and WM halve these penalties, true, but that's pretty much it.
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combat rules, size modifier |
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