12-19-2015, 02:17 PM | #31 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Velocity of incoming attack?
Quote:
So the big difference is spending ammo. |
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12-19-2015, 02:47 PM | #32 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Velocity of incoming attack?
Not in a situation with multiple combatants (or multiple attacks from a single combatant).
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12-19-2015, 02:54 PM | #33 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Velocity of incoming attack?
Conditional. There are ways of passing Feints to an ally, and of making it apply to multiple attacks in a single turn of action.
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12-19-2015, 03:08 PM | #34 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Velocity of incoming attack?
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12-20-2015, 04:10 PM | #35 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: Velocity of incoming attack?
An idea for incoming attacks at high speeds.... use the Size and Speed/Range Table.
If someone fires a .308 at 1,500 yards away ad the bullet has a velocity of mach 3 then the modifier for your Dodge is:
You can make a Dodge-15 roll. Good luck at dodging that. |
12-20-2015, 04:30 PM | #36 | ||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Velocity of incoming attack?
Quote:
Here's GURPS Ultra-Tech author Ken Peters (Tzeentch on these forums) summarizing the article: Quote:
I reviewed my own article here. Apoc527 (Jake Bernstein) used the rules in play, and reviewed them as well. While it is certainly true that I'm tooting my own horn here, I had some of the same issues as the original poster in a game where it very much felt like we were just dodging laser beams as if we were in bullet time. Yes, you can put it down to "you're dodging the point of aim," but it doesn't feel that way in play. This is very much because you roll to hit, then only if you hit do you have to roll to dodge or block or whatever. So let me break down the article for you. The issue is one of my favorites of all Pyr volume 3, so there's plenty more there, including a comprehensive look at bleeding-edge TL8 tech by the aforementioned Ken Peters. Introductory Paragraph: explains that the results tend to work from a math perspective, but that doesn't mean it doesn't feel wrong. There's a boxtext that goes into detail on why the math actually works like reality says it does. Keen Eyes and Fast Reflexes: Talks about the importance of Perception and perception rolls in keeping gunfights sane. You can't dodge/block/parry what you can't see coming, and while 'dodge the line of aim' is fine, you also have to see that to do it. Bob and Weave: Presents a variant on Move and Attack that gives "I'm making myself harder to hit." Active Defenses: unpacks both seeing the incoming projectile (where that's important) as well as intercepting it. The rules get close enough to the guidance in Parry Missile Weapons to support a claim of a "unified" system. It covers Dodge, Block, Parry, cover, and how these rules interact with spells as ranged weapons. Summary Tables: Presents a set of penalties to perception based on key parameters such as projectile size and speed. Also presents a summary of penalties based on projectile speed. Uses the Size and Speed/Range table to get it done.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 12-20-2015 at 04:35 PM. |
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12-20-2015, 10:20 PM | #37 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: Velocity of incoming attack?
Good review of things--when I start my next GURPS campaign, I'll have to remember it all again! Dodge This! will definitely feature in my TL8 conspiracy/horror/Action/Monster Hunting campaign.
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12-21-2015, 07:00 AM | #38 | |
Join Date: Dec 2006
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Re: Velocity of incoming attack?
Quote:
However, generally when an animal is running away it is doing something akin to the 'evasive action' that kromm just suggested. The animal is not specifically dodging you so much as trying to not be in a consistent location at all (and probably burning FP on a mad sprint to get an extra -1 for its speed modifier which would already be a -3 or so) Though as a nod to the rules- most animals which are good for eating have wide peripheral vision, and flexible necks, which allows them to have their back to you, but still be able to see you clearly (and thus would be able to make dodges); combine with the penalty to hit for range and for animal speed and shooting the target gets much harder. Perhaps a rule that if a target is moving quickly you need to succeed on a per based rifle skill roll in order to anticipate target location enough to make an aimed shot. |
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Tags |
active defense, deflections, dodge, dodge this, gunplay, stops |
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