01-08-2022, 10:04 AM | #61 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: should there actually be "indestructible" weapons?
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Bill Stoddard I don't think we're in Oz any more. |
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01-08-2022, 12:30 PM | #62 |
Join Date: Jun 2013
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Re: should there actually be "indestructible" weapons?
Ah, thanks for that. Looking in GURPS Powers, I was thinking of the entry under Anti-Powers (P20, the section right after Mundane Countermeasures), for specialized technology, which is -5%. Whether Can Be Policed is more like that or more like the actual Mundane Countermeasures entry is up to the GM, so I could see Can Be Policed being -10% or so.
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01-09-2022, 08:44 AM | #63 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: should there actually be "indestructible" weapons?
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Bill Stoddard I don't think we're in Oz any more. |
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01-11-2022, 08:26 PM | #64 | |
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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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Joseph Paul |
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01-12-2022, 08:22 AM | #65 | |
Join Date: Jun 2013
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Re: should there actually be "indestructible" weapons?
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01-18-2022, 01:32 PM | #66 |
Join Date: Sep 2018
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Re: should there actually be "indestructible" weapons?
In GURPS as a theme, absolutes tend to work poorly. And in games in general they really only work as a shortcut for making a mechanical effect of the resilience. Ultimately you're going to run across the thing that can break anything and it will be one of the other. May as well just have rules for the effect
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01-20-2022, 10:49 PM | #67 | |||||||||
Join Date: Aug 2018
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Re: should there actually be "indestructible" weapons?
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Or maybe take a full second to reform? Seems to be what force swords require. Quote:
The idea of forcing PCs to buy each other as 24/7 allies is actually sort of hilarious. Like if you don't have enough points to pay for the relative point-increase of your allies gaining XP faster than you, then you get reduced FOA and if you fail a roll the GM splits you up in the dungeon where you're all more vulnerable. I think the biggest problem of "allies having allies" is stuff like "A makes FOA roll to have B show up as ally, but B fails FOA roll to have A show up as ally" situations. Like either they're together or they're apart... do imbalanced situations like this mean B can help A but A can't help B? Maybe if you could somehow make these 0pt features by "to be an ally of someone means you have a duty to them" so you have it so the cost of ally is paid for as a duty. It seems like "you can't be each other's ally simultaneously" means if they both roll a successful ally w/ each other then you should reroll until only one wins, and the solo winner gets to determine what the adventure is? Quote:
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Plus I always like to say "contact has consequences". Someone might well have a Burning Aura where "anyone who touches my hand gets incinerated, but my force sword emitter-handle has enough DR to be fireproof" in which case "I touched his hand" wouldn't work. Quote:
Parries explicitly mean contact in the traditional sense which is important for stuff like keeping zombies away with flesheating diseases. Quote:
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These are still fractions based on an underlying amount though, so 100d force swords are still going to do 25d damage. Something like "thousands of damage will do 0 because of a narrow miss" is hard to get the head around. If it's possible to get this kind of "parried so fast the Aggressive Parry didn't work" result accidentally, shouldn't it also be possible to get it intentionally via some penalized technique? Quote:
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The armed crit fail table on B556 as far as I'm aware doesn't negate stuff like "the parrying implement took damage" where that is mandated (like pre-Ultratech force swords, or Innate Melee Attack w/ Aggressive Parry which lacks the Ultratech drawback) IE if you rolled a 5, first the parrying limb took the damage, then it bounced back and hit the attacker's limb too. Result 15 is kinda strange... everyone is equally likely to strain their shoulder from a crit failed armed attack, even in situations where they might only be attacking using 10% of their Striking ST, or have crazy-high arm HP, maybe "resistanct to arm lock" toughness ,etc.. I'm thinking maybe something like "take swing crushing to your own arm" (like targeting yourself w/ Wrench Limb) based on striking ST used in attack. |
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01-21-2022, 03:02 AM | #68 | ||
Join Date: Dec 2007
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Re: should there actually be "indestructible" weapons?
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01-21-2022, 06:31 AM | #69 | |||||
Join Date: Jun 2013
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Re: should there actually be "indestructible" weapons?
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And if you insist that Parries cannot involve moving out of the way, then sure, this option doesn't work. But that's because you're purposefully restricting the definition of Parry. Quote:
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01-22-2022, 03:21 AM | #70 | ||||
Join Date: Aug 2018
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Re: should there actually be "indestructible" weapons?
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Why don't we just design something like Force Extensions (only on a critically successful parry -80%) to represent this? If the player wants to do some sort of follow-up (Judo Throw, for example) that the GM feels would require there to have been contact, however, the player can waive the "no contact" benefit. [/quote] TG22 is pretty clear: "A successful parry allows the defender to avoid the effects of the attack, but involves some contact" The UT version is still technically 'contacting' the sword (for example, it can set up a "Beat") just not suffering it's damage. Quote:
Not something you can do to avoid an attack on your foot w/o contact, nor if your forearm gets targeted: those require a dodge to prevent contact. I could however see this as a place where you might fiddle around using "Technique Adaptation" perks. Like "I can use a leg parry to yank my foot out of the way of an attack" or "I can use a yanking parry to avoid an attack on my forearm". Whatever that different option is should be the default option regardless then. Quote:
How many "+1 per die" do you figure one needs to emulate triple damage? If avg of 2d is 7 then to get to 21 I guess that's +14 or +7/die. Crit attacks don't always do triple though ,they just have a chance too. Obviously some of those table results are better than others (triple vs double) so shouldn't just pick the better result and weigh based on that. 7>14 is only +7/2die to double, half the technique penalty. I can't find " automatically knocks a foe out if any Injury is caused" closest I can see is treating as major wound if any injury, doubling shock penalty, or forcing to drop stuff if any injury. There's also for headblows ignoring DR, automatically knocking off balance, or automatically dropping weapons. Kind of picturing mosquitos dive-bombing my face and despite my 100 DR helmet I'm dropping my guns and losing my balance. There really ought to be some minimum threshold of at least "basic damage" relative to HP to make that kinda stuff happen, even if one doesn't require it to penetrate/wound. IE "if it penetrated your DR it would have caused shock" for example, would require 2 basic damage against the 20 HP giant to allow a crit to force him to stumble or drop his giant sword. This would prevent the mosquito-bite panic issues if you send an army of 1,00,000 mosquitos (or hummingbirds) to brute-force crit successes via headshots until getting that result. Critically successful parries don't give you free retreats or change your hex, we have the "slip" as a combat option to represent this very thing. |
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cannot be broken, cannot break, force sword, rapid fire, ultra-tech |
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