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#1 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Hey! It's crowded in the ol noggin. Too much stuff in my head. I can't remember ALL of it. >__>
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#2 |
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Join Date: Oct 2005
Location: Earth
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#3 | |
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Join Date: Nov 2004
Location: Sydney, Australia
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I'd probably make it -3 default, -5 if defender is below skill 10, and -2 with skill 15+ and -1 at skill 20+ for parries and dodges. Blocks I'd make one better because there's more tolerance in position when putting a shield in the way. That's just my take. Most importantly, I will now need to unleash some invisible weapons against my PCs!
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#4 |
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Join Date: May 2007
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I wouldn't go as bad as -5, even for the untrained, given that a completely invisible foe is defended against at only -4, and making the non-weapon parts of him visible shouldn't make defending harder.
If I were going to get complicated, I might be tempted to base the penalty on relative skill level (DX-1, DX+3, etc.) rather than absolute skill level, since, while training and experience (i.e., character points spent on the skill) may well let you read an opponent's attack from their body, I don't see raw dexterity helping very much- this is probably something where a seasoned veteran has an advantage over a tyro however talented. EDIT: If I were basing the penalties on defender skill in any way, I would certainly use the highest combat skill to calculate them irrespective of which weapon is currently being wielded. If training in swordsmanship includes skill in reading an opponent, this skill won't go away just because one is forced to drop the sword and fight with a knife.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. Last edited by ravenfish; 01-13-2022 at 12:30 AM. |
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#5 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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But this is also a veteran thing -- it's something you learn over long experience, and furthermore different people have different "precedes," and successful one-on-one fighters get good at masking their intentions. My own gambit was to let my eyes go slightly unfocused, gazing at a point over my foe's shoulder ... it was pretty successful at disguising where I was going to strike next. So I'd look for a fairly strong penalty, and halve that when it comes to experienced fighters, especially ones with skills/advantages pertaining to evaluation: Combat Reflexes, Style Familiarity, that sort of thing. I would NOT eliminate the penalty altogether, as that Magic Items cite suggests: for an experienced fighter, defense is often gauged in inches or fractions of inches, and not being able to tell the actual pitch of a weapon by 10-15+ degrees is going to screw with that.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#6 | |
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Join Date: Jun 2013
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And I think calling it a "veteran thing" is overstating the point. This is what I did back when I practiced Taekwondo, and I certainly wouldn't deign to call myself a veteran, I just had some experienced people teach me to do so. If you're learning it all by yourself, sure, you could say you may not come up with it until you've reached a certain level of skill - but humans typically don't learn stuff like this on their own, they have someone to teach them. That said, if you want some Harsh Realism optional rules here, I'd still use my suggestion (up to an additional -2 to defense when using Deceptive Attack), and further state that any character that doesn't have any melee combat skills at DX+2 or higher is also at an additional -2 to defend against such weapons, regardless of if the attacker opts for a Deceptive Attack or not. Optionally, this is only a -1 at DX+1 (so at DX or lower, you're at -2; at DX+1, you're at -1; at DX+2 or higher, you're at +0). As a corollary, as others have noted, the wielder of an invisible weapon needs some training before he or she can use it effectively. This is simply a Familiarity, so treat it as such (I think that means either 4 or 8 hours to become proficient). As a further option, if the character has never used this particular type of weapon (say, it's a Large Falchion, and the character lacks Familiarity with that), double the amount of time needed to become proficient; if the character can see the weapon but enemies cannot, halve it.
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GURPS Overhaul |
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#7 |
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Join Date: Aug 2018
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this is probably a broader issue too
like say for example your ally is grappling an invisible foe: you'd probably have a better idea of where to attack to hit that invisible foe |
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#8 |
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Join Date: Nov 2004
Location: Sydney, Australia
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Yep. I think the GM needs to assess the situation, perhaps even on a turn by turn basis, to review modifiers.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#9 |
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Join Date: Aug 2004
Location: Pioneer Valley
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Any normal person would be more likely to blow at least a round staring, and muttering "What the hell is going on there?"
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#10 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
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