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Old 07-29-2020, 07:40 PM   #1
Rupert
 
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Default Re: Rules you ignore/alter.

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Originally Posted by Plane View Post
Aiming for center of mass is likely just because it's the most likely to hit (-0 penalty) although you can also get a -0 penalty in GURPS for choosing "random hit location" which is LIKELY to hit the torso.

What I mean is that "I'm trying to hit vitals" should be more likely to hit vitals than accidentally hitting them when you're just aiming at the torso in general.
That's one problem with (hit by three gets the Vitals). Another is that because it uses a margin of success measure, and so does the multiple hit system, how does one resolve that?
Quote:
There's a couple reasons I want to tweak torso-related stuff. The first is in basic set:

Due to Damage Reduction's pricing for "Limited, Location" being based on the penalty (-10% per -1 to hit) it required a custom note for the torso since it was -1 to hit, they had to tell us it was -10% anyway.

That always rubbed me wrong so I thought maybe a simple approach is "let's increase all the hit locations by -1 to hit so that the torso is -1 to hit to match up with getting a -10% discount".
My thought was that a shot that was aimed at the Torso and just hit would actually roll randomly for location. Another way of saying that would be "-1 to hit the Torso, miss by 1 hits a random location".

This makes it different from a straight -0.
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Old 07-30-2020, 02:53 AM   #2
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Default Re: Rules you ignore/alter.

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Originally Posted by Rupert View Post
That's one problem with (hit by three gets the Vitals). Another is that because it uses a margin of success measure, and so does the multiple hit system, how does one resolve that?
I think that's actually pretty straightforward -- use the Recoil stat. If Alice shoots Bob in the Torso with a Rcl 2 weapon, and succeeds by 5:
  • first shot hits by 5 - Vitals
  • second shot hits by 3 - Vitals
  • third shot hits by 1 - Torso
  • fourth shot misses
If Bob dodges, his margin of success removes hits. I would start with the Vitals hits because gunfights are already sufficiently lethal, but I can see an argument for doing it the other way too.
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Old 08-01-2020, 10:55 PM   #3
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Default Re: Rules you ignore/alter.

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Originally Posted by Plane View Post
If you wanted to make it more like a spell, you could assign it a base cost ...

Like maybe you can't use Magery and Recover Energy at the same time? Focusing on absorbing mana as an alternative to using your perception? Dealing with a base cost of 10 points instead of 50 would make it a lot more affordable, and comparable to putting 1 or 2 points in a spell.
I could see Magery costing +1 or +2 per level and include FP recovery from spell casting as a leveled effect. M0 gives normal 1/10 min, M1 gives 1 extra FP recovered, M2 gives +2 &c. At M9 you get 10 FP back in 10 min, which is pretty fast but also costs way more than a perk.
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Old 08-02-2020, 03:32 PM   #4
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Default Re: Rules you ignore/alter.

My group collapses Filch, Pickpocket, and Sleight of Hand into a single skill. I can easily see these being techniques of a master skill as an alternative.
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Old 08-02-2020, 06:33 PM   #5
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My group collapses Filch, Pickpocket, and Sleight of Hand into a single skill. I can easily see these being techniques of a master skill as an alternative.
Yeah that definitely makes sense.
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Old 08-05-2020, 03:30 PM   #6
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Default Re: Rules you ignore/alter.

I don't like the idea that the person pinning another is still allowed to defend other attacks completely unimpaired. If you want to dodge, you need to abandon the pin.
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Old 08-05-2020, 05:25 PM   #7
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Default Re: Rules you ignore/alter.

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I don't like the idea that the person pinning another is still allowed to defend other attacks completely unimpaired. If you want to dodge, you need to abandon the pin.
IDHMBWM, but don't you get varying penalties to your Dodge if your posture is anything but upright?
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Old 08-05-2020, 06:56 PM   #8
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Originally Posted by CeeDub View Post
IDHMBWM, but don't you get varying penalties to your Dodge if your posture is anything but upright?
I think the question is whether it's actually mandatory to drop to lower postures to pin someone.

TG incentivizes it by giving bonuses to rolls when you voluntarily drop your posture but I can't remember if there otherwise was a mandate under basic rules in doing so.

You can punch/grapple someone lying down while "standing" for example, I think?

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Originally Posted by Donny Brook View Post
I'm pretty sure regular DR has no signature to begin with.
2011: Monster Hunters 1 pg 43 adds No Sig to DR
2016: Protection and Warning Spells pg 6/14 adds Visible to DR

So initially it was like it was auto-visible but then later it was like it was auto-invisible...

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Originally Posted by AlexanderHowl View Post
DR does not automatically have No Signature. It is pretty obvious when you shoot people dead on and do not go down
You don't necessarily know if that's DR, HP, or someone filled your gun with rubber bullets.


Quote:
Originally Posted by AlexanderHowl View Post
or when you punch them and end up breaking your hand.
only on non-flexible DR 3+, and could always be Crushing Attack w/ Aura.

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Originally Posted by AlexanderHowl View Post
It is the same way with Injury Tolerance, it is pretty obvious when someone is Diffuse because the bullet or punch passes through them.
Sometimes bullets just overpenetrate normal people anyway though... and it might be hard at a distance to see if a bullet made it through or not. Do you look at a wall behind them for bullet marks?

Last edited by Plane; 08-05-2020 at 07:01 PM.
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Old 08-05-2020, 07:20 PM   #9
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Default Re: Rules you ignore/alter.

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Originally Posted by Plane View Post
2011: Monster Hunters 1 pg 43 adds No Sig to DR
2016: Protection and Warning Spells pg 6/14 adds Visible to DR

So initially it was like it was auto-visible but then later it was like it was auto-invisible...
Monster Hunters explicitly has a different set of genre assumptions that means DR either requires No Signature or is obvious. But that's not the default assumption. Generally, DR can be either visible or invisible, and either one is only worth points if the GM decides.
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Old 08-05-2020, 08:51 PM   #10
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Default Re: Rules you ignore/alter.

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Originally Posted by ericthered View Post
I think that depends on Genre... it certainly does for me.
I've never liked that ruling, DR is very much differently priced based on if people know about it. If a certain genre wants certain modifiers on a certain trait, then that's just a global way to build the trait. In a MA-focused campaign I did, I ruled as the GM that DR was always taken with Tough Skin, meaning everyone knew that and knew that it was going to be that cheap for both players and opponents.

Because I dislike that rule, I ignore it :L DR's existence is obvious except with Tough Skin (A Per + DRlvl roll will notice it) and actually hitting them will tell you how much the DR actually stopped. I've only allowed Low Signature N/A on things like DR that only works against attacks it fully stops such as my build for Deflect Missiles.

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Quick, a change of topic: I also like Kromm's suggested alternative cost for Affliction, which is 7 points for the base ability plus 3 for each level, including the first.
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Originally Posted by TGLS View Post
So a Sonic Stunner (P137) drops to 95 points? That seems a bit more fair. I wonder if replacing the level with Hard to Resist (+100%) would be unfair.
I've tried many similar ideas. My current thought is Hard to Resist is +50%/lvl. It's the same as buying Will up for Malediction, so I kept the pricing the same for non-maledictions so they don't seem unfairly punished. There's even a neat combo with Multiplicative Multipliers
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