|
|
|
#11 |
|
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Not expressly, but it would be pretty trivial to design with the Technique Design System. Note that for DF you would need to then write it as a power-up (bought all the way up to the cap) because DF doesn't use techniques.
|
|
|
|
|
|
#12 |
|
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
I would take a leaf from the Target Locations technique and allow a maximum of half the penalty to be bought off. But yeah, such a technique makes sense.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
|
|
|
|
|
#13 |
|
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
|
|
|
|
|
|
#14 | |
|
Join Date: Jun 2013
|
Quote:
*The exception here is Vitals, where except when the foe is wearing a Pectoral or similar, there's never a reason to aim at the Torso rather than the Vitals, as a miss by 1 still hits the Torso. I'm fine with that - aiming for "center of mass" is a pretty common practice, after all. ... As for the main thread, baseline DF doesn't really support the casual giant- (or dragon- or whatever narratively-serious threat you choose) slaying found in D&D, largely because of the combat system differences already mentioned. If you want to bring it in, you can, but you'll need to add in some cinematic combat options and/or some new** Advantages. For the former, changing the damage of big strong monsters to be mostly knockback (treating them much like cinematic explosions) will let them strike characters and send them flying* without as much risk of killing them. For Advantages, Vitality Reserve will get you closer to the D&D HP model, although I'd be more inclined to go with Injury Tolerance: Damage Reduction. *You'll probably want to increase knockback. 8d cr against an ST 12 adventurer only averages 2 yards of knockback. **Not necessarily new to GURPS, but I don't think either of the options I've listed are available for characters in DF (some monsters have IT:DR). |
|
|
|
|
|
|
#15 |
|
Join Date: Feb 2009
|
Actually you still might want to aim for generic torso hit for better crit chances
|
|
|
|
|
|
#16 | |
|
Join Date: Jan 2006
|
Quote:
Fore! |
|
|
|
|
|
|
#17 |
|
Join Date: Feb 2009
|
Having played a character who used a spear, I considered buying such TA however
To benefit from 'miss by 1' you need to attack at no more than 15. If you attack at 15, crit is on 5 or less. I want to use rapid strikes and/or deceptive attack usually to reach 16 Spending 3 points to get the Targeted Attack thus seems questionable, especially as only valid with foes with vitals, and x3 isn't hugely better than x2 |
|
|
|
|
|
#18 | |
|
Join Date: Aug 2004
Location: Saskatoon, SK
|
Quote:
P.S. I wish this site allowed for granting xp or similar for posts.
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
|
|
|
|
|
|
#19 | |
|
Join Date: Aug 2004
Location: Saskatoon, SK
|
Quote:
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
|
|
|
|
|
|
#20 |
|
Join Date: Nov 2014
Location: San Diego, CA
|
Use of Sumo Wrestling (slam) and Brawling (trample) rules is a nice way to bring down the damage while keeping the giant feel without rules tweaks. A mobile giant may live a little longer, too, not standing toe-to-toe with a knight throwing 2-3 hits per turn.
|
|
|
|
![]() |
| Tags |
| dungeon fantasy |
| Thread Tools | |
| Display Modes | |
|
|