|
|
|
#1 |
|
Join Date: Jun 2013
|
Backstab is a great option for sneaky types in DF, letting the character roll at between +0 and -10 net to basically vanish and start combat behind the nearest foe (or any foe on a Critical Success). Now that I've designed a character who is intended to make heavy use of this option (with a +5 to perform it at the start of combat, and at net -5 to do it again during combat), I find myself in need of some clarification.
First off, as far as I can tell, the target's (and his/her allies') Per doesn't matter - MoS 0 on the Backstab roll works just as well on an alert Per 20 foe as on an oblivious Per 7 one. Is this correct? Are there any traits that can modify how things work out? Obviously Danger Sense should allow a defense if activated, but does Peripheral Vision allow the target to defend at -2 and 360-degree vision eliminate any defense penalty? Secondly, if the attacker doesn't have a weapon Ready when battle starts and he/she vanishes with Backstab, how is this handled? Does the attacker need to succeed at a Fast-Draw roll to attack that same round (failing that, the attacker has to wait at least a round for a Ready before attacking)? Next, is it an option for the character to attack the target from the front or side rather than the back? This can be useful for not starting combat in the middle of a group of foes, but seems like there should be some drawback - I'm thinking -1 to the Backstab roll to start in the target's Side hex, -2 to start in the target's Front hex (although this would usually manifest as "MoS 1+ gives the option of starting in the Side hex, MoS 2+ gives the option of starting in the Front hex). Finally, suppose it is indeed the case the target's Per doesn't matter, and I wanted to change this (so that a Per 20 target is harder to sneak up on) - what would be a good method that wouldn't severely nerf Backstab-based characters? I'm thinking a Quick Contest (EDIT: Away from my books, but I may have meant Regular Contest here - basically, the attacker has to succeed on the Backstab roll, then the target takes an additional penalty equal to the attacker's MoS on their Per roll) - Backstab vs Per-5. If the attacker wins, things work normally - no defense, back attack, etc. On a tie, the attacker is noticed just before making their attack, and the victim defends as though it were a Runaround Attack. MoV 1 means the attacker is noticed while in the target's Side hex, MoV 2 means the attacker is noticed while in the target's Front hex. MoV 3 means the attacker is detected 2 yards away, MoV 4 is 3 yards away, MoV 5 is 5 yards away, MoV 6 is 7 yards away, and so forth, following SSR and at a maximum placing the character right back where he/she started (if the attacker used Backstab to vanish mid-battle, however, the maximum is instead equal to the attacker's Move). In all cases, the attacker's player decides which hex the attacker is in when detected (and for MoV 2+ this must be in front of the target), and if eligible (using a weapon with appropriate Reach/Range) the attacker can make an attack immediately upon being discovered. Optionally, the target's allies can be of assistance - if the target fails, but the same roll would have allowed an ally to detect the attacker, said ally can shout a warning; this allows the target to reroll (only one reroll, regardless of how many allies would have noticed, or if the reroll would have resulted in an ally noticing). The maximum distance at which the target can detect the attacker in this case is the distance the ally would have detected the attacker if the ally had been the target. As an added caveat, for targets without clear facing (or who have their back to the party, which functionally gives a -2 to their roll to notice the attacker), "back" should be treated as the hex opposite the direction of the attacker's party, "front" as the hexes on the same side as the attacker's party. To offer a carrot to go along with this stick, I'm thinking that, if the attacker wins with MoV 5+, he/she has the option to immediately vanish again, with the same modifier as the initial attempt, even if there's no cover nearby. From the viewpoint of the target's allies, the target simply collapses (or winces in pain, if the attack didn't drop him/her), possibly with some bloodspray, but the attacker is never visible. If using the optional rule allowing the target's allies to assist, the attacker doesn't have the option to immediately vanish again if the target got a reroll (as the attacker has been spotted). So... thoughts?
__________________
GURPS Overhaul Last edited by Varyon; 07-07-2021 at 09:44 AM. |
|
|
|
| Tags |
| backstab, dungeon fantasy |
|
|