05-25-2011, 02:42 PM | #41 |
Join Date: Dec 2007
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Re: [MH] Holy Hand Grenades
It can do damage more frequently. You just won't get points for it. And always remember that you take the first hit when initially exposed.
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05-25-2011, 03:28 PM | #42 |
Join Date: Aug 2005
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Re: [MH] Holy Hand Grenades
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05-25-2011, 03:36 PM | #43 |
Join Date: Dec 2007
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Re: [MH] Holy Hand Grenades
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05-25-2011, 03:44 PM | #44 |
Never Been Pretty
Join Date: Jan 2005
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Re: [MH] Holy Hand Grenades
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05-25-2011, 03:51 PM | #45 | |
Join Date: Sep 2004
Location: Canada
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Re: [MH] Holy Hand Grenades
Quote:
But the usual solution is actually to apply the Reduced Time enhancement instead, which is completely endorsed by Kromm.
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05-25-2011, 04:08 PM | #46 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [MH] Holy Hand Grenades
Quote:
To use holy water as an example, it's been anything from useless to an irritant to a deadly weapon to instant death -- and this is for anything from undead to demons to particularly evil humans. To use the sun as an example, some vamps can run across town with nothing but sunblock or an umbrella and just smoke a little, while others open the door and die instantly in a pyre of flame. So there's no consensus -- sometimes even within the same source! -- as to how this stuff works, or exactly which bad guys it works on. Any attempt to write the Monster Hunters rules to "fit the source material" on a topic with such a varied treatment would be a fool's errand at best. Thus, I made judgment calls based primarily on game balance, because that's a fairly important part of writing a supplement like this. And in terms of game balance, it simply makes sense. If I were to say that holy attacks do 1d of injury per attack, it would have some negative effects upon the game. Among other things, the only sensible attack against unholy creatures would be holy water (or similar holy attacks). This would have the effect of rendering their DR useless, as well as eliminating the need for a variety of weapons against them. (Remember that Weakness causes injury, ignoring any DR!) By restricting holy attacks to "once per fight (more or less)," it makes it very useful to carry with you (or have as a feature on your weapon), but doesn't become the end-all, be-all of fighting unholy monsters. There's room for MH monsters who are more vulnerable to holy attacks, mind you. If someone were to write one up for a book or article with the note, "Parademons are very susceptible to holy attacks; they take 1d of injury per second from continued contact with holy water, or +1d of injury per attack from a holy weapon," I'd happily sign off on it. (Of course, I'd note that said parademon is now basically an instant-kill for anyone with a squirt carbine or SMG full of holy-water rounds.)
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05-25-2011, 04:39 PM | #47 | |
Join Date: Sep 2004
Location: Canada
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Re: [MH] Holy Hand Grenades
Quote:
The holy water doesn't have to be lethal to humans of course (that would defeat the point of not using horrible acids) but if you want it to be the Ultimo Destructo Dracularum, and make a game about killing vampires any sort of challenge, you basically have to make it stuff defiled by any non-ritualized handling. No supersoakers, no water balloons, no hollow-point bullets filled with it, no stuffing garlic cloves, silver shavings, and a few wolfsbane buds in the water to create generic "Supernatural Killomat" liquid. It's either the direct force of Divine Power made physical, and needs to be treated with all the respect that entails so adventurers can really only pull it out once in a blue moon as a Deus Ex Machina, or it's "OK" but can survive adventuring and creative problem solving.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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05-25-2011, 07:35 PM | #48 | ||
Join Date: May 2008
Location: CA
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Re: [MH] Holy Hand Grenades
Quote:
Note that I'm not talking about building a custom GURPS character using the Basic Set. I'm talking about monsters (which don't get point costs) in an MH game. Quote:
The one I specifically dislike is sunlight. A normal vampire can sit around in the sunlight for over ten minutes before they begin to have to make death checks. I don't think that fits with any source at all - they usually either have to cover themselves in some fashion and run between darkness really fast in order to avoid getting really hurt by fire (Buffyverse 'super' vamps like Angel or Spike), die really quickly to sunlight (all other Buffyverse vamps, most other depictions of vampires), or aren't effected by sunlight much at all (Twilight, Being Human vamps). I don't know of any that can just sit out in the sun sipping pina coladas for ten minutes without worry. |
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05-25-2011, 09:29 PM | #49 |
Never Been Pretty
Join Date: Jan 2005
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Re: [MH] Holy Hand Grenades
I see, but Vulnerability only goes to x4 in the Basic Set. Reduced Time, on the other hand, would as you say be much more useful in this case.
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05-26-2011, 12:37 PM | #50 | |
Join Date: Aug 2004
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Re: [MH] Holy Hand Grenades
Quote:
I don't think they should actually be especially vulnerable to holy attacks, though. |
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monster hunters |
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