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#11 |
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Join Date: Aug 2008
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Once upon a time, I priced this out to be +60%. I had reasoning that has since been lost. If ever found, I'll back up my claim with facts....
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#12 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Just had a thought, what if you use a variation of Rapid Fire? That effectively gives you extra attacks equal to your margin of success if you hit. You'd have to combine it with Area Effect so that you could hit multiple foes in the area. Think of it as an enhancement version of Bombardment.
Thanks. :-)
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#13 |
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Join Date: Oct 2007
Location: Vermont
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Since this can only attack each enemy once, I'd actually build it based on Area Attack, with Selective Area and Limitations to indicate the need for rolls to hit, and the necessity of a previous hit being successful.
However you build it, it should not be more expensive a sufficiently large area attack with selective area, since it's less powerful than that.
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#14 |
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Join Date: Jan 2006
Location: Ottawa, Canada
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Personally, I'd build it as Area Effect and Bombardment. The Bombardment limitation requires a hit roll for everyone in the area of effect. You make the rolls, determine who was hit, and then after the fact determine the "line where the attack bounced between targets."
The game mechanics is roll separately for each, but the special effect and in-game description is it bounced between those who were hit. Edit: If you want a maximum number of targets, then also add an accessibility limitation. I remember there was an older thread on how to calculate that value based on the size of the area effect. To be precise, this works for instant attacks like chain lightning or a "wandering mend" healing from Star Wars the Old Republic. For a cyclic attack that moves on when the first target dies, I like Ghostdancer's method. Last edited by Kallatari; 08-20-2016 at 07:23 PM. |
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#15 |
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Join Date: Jun 2013
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Area Effect is priced to account for multiplying the impact of the Advantage by the number of targets in the effected area. I personally wouldn't use it, but if you do, the "attacking each target is dependent on hitting the previous one" limitation should compensate for at least 70% of AE's cost.
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#16 | |
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Join Date: May 2012
Location: New Hampshire, USA
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Quote:
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#17 | |
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Join Date: May 2012
Location: New Hampshire, USA
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Quote:
Rapid fire for the number of potential hits, homing, and a cosmic enhancement should do the trick. Last edited by oneofmanynameless; 12-23-2019 at 11:43 PM. |
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#18 |
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Join Date: Feb 2016
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Area Effect (+50%/level) with Delay (+50%), Overhead (+30%), and Selective Area (+20%). The attack 'jumps' to the next legal target after it is done with the first legal target.
For example, you could have Burning Attack 2d (Area Effect 8, 256 yards, +400%; Emanation, -20%; Damage Modifier, Surge, +20%; Delay, Chain Attack, +50%; Overhead, +30%; Selective Area, +20%) [50]. When you want to attack anyone in your area of effect, you designate target order and the lightning bolt jumps from your hand to the first and then subsequent targets. You could just attack one target or thousands of targets, depending on your need. |
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#19 | |
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Join Date: Jun 2013
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Quote:
I'd say the simplest approach is either a +50% or +100% Enhancement per "jump." I'd lean toward the former. How it interacts with Range is up to the GM, but I'd probably do it as follows: for purposes of Range penalties, the attack originates from the previous victim and uses the attacker's skill, but without any bonuses from Aim or similar; for purposes of 1/2D and Max, add together the ranges of each attack leading up to the target. Characters can opt to purchase Reliable for this attack; the bonus only applies to chains, and cannot exceed the Aiming bonus the original attack received. Characters can also opt to purchase Reduced or Increased Range for the attack; this is at half price, only applies to chains, and for Reduced Range the combination of Chain +50% and Reduced Range cannot be worth less than +10%. If an attack with 2 or more chains (for a total of 3 or more attacks) is unable to revisit previous targets, that's probably a -20% or so Limitation. As an example, consider a character with Innate Attack Burning 2d (Chain x3 +150%) [25] against 4 foes that are spaced out a bit. She blasts the first foe, who is 4 yards away, at -2 to hit for Range. The attack connects, dealing 2d burn, and she chains the attack to the next foe, who is 3 yards away from the first one; this is at -1 to hit (3 yards away) and a total of 7 yards for purposes of 1/2D and Max. This connects, dealing 2d burn. She then chains this attack to the next foe, who is 20 yards away from the second one; this is at -10 to hit (20 yards away) and a total of 27 yards for purposes of 1/2D and Max, reducing damage to 1d (1/2D is 10 yards). The last target is 80 yards from foe #3, which is too far to hit (total would be 107, but Max is only 100), so she opts to have the attack come back and hit foe #1 (who she had a poor damage result against); he's actually closer to #3 than #2 was, at 17 yards, for another -10 to hit and 1d burn on a successful hit. The character would have been better off going #1, #2, #1, #3 for the order of attacks.
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#20 |
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Join Date: Jan 2015
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Since this thread got necro'd, I'll take the opportunity to ask a few related questions:
About Rapid Fire, Chaining. If I attack someone with effective skill 16, roll a 10, then I can roll again against 6-Range penalty-2 to hit another character? So if there's another enemy just beside (1 yard, I'd roll against 6-0-2=4? Is is possible to limit Area Effect to affect only a small number of targets? For example, a 4 yards wide attack that can only hit a maximum of 3 targets? In my opinion, this would be akin to Nuisance Effect most of the time, unless the Area Effect is large enough to reliably hit dozens of enemies. |
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