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#51 | ||
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Thus, it begins at -3 from Vitals, -2 from Lethal Strike = -5 Half of 3 is 2, reducing Hit Location to -1, Lethal Strike stays the same, for a total of -3. If you have access to the Lethal Strike Technique, you can drop this to -1. Quote:
Last edited by The Benj; 06-20-2009 at 11:00 PM. Reason: Markup correction |
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#52 | ||
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Join Date: Jan 2005
Location: Japan
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Re: "Impaling" effect of Pressure Secrets
If Pressure Secrets were supposed to convert barehanded attacks from cr to imp, the authors must have described exactly so, instead of writing "In effect, your hands and feet have become impaling weapons". If it were to make your hands "impaling weapons" literally, then you could inflict only half blunt trauma (p. B379), you could inflict only half injury on Homogenous foes (p. B380; and humans can be Homogenous by magic or psi), you could parry a foe's unarmed attack to get a free attack on his limb (p. B376), your foe could attempt to Disarm your hands, and so on. It would be wierder than tripling damage, I think. As for "stacking damage types", I do understand that one attack can't have two or more damage types and that the effects of imp and pi never "stack". I'm not saying otherwise -- instead, I'm saying from the start Pressure Secrets skill doesn't change damage types but simply increases damage after penetrating DR. Quote:
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__________________
Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#53 |
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Join Date: Jan 2005
Location: Japan
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We derailed . . . discussing the effect of Pressure Secrets isn't what this thread is for. Back to the topic:
Autohypnosis skill gives +2 to Will for an hour, with no down-side effects other than requiring Concentration. Doesn't cost FP. Make sure to use this once an hour. Source: p. B179.
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Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#54 | |||||
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Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Basically, the lesson here is that just having Pressure Secrets is insufficient to model a "pressure point master". You're going to need a number of other advantages and skills to really make it work. For starters, a pressure points master probably has enough Karate to get the damage bonus. And someone like Kenshiro would almost certainly have some Striking ST as well, possibly with an "only for pressure point attacks" limitation. Quote:
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#55 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#56 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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People, please keep this thread on-topic.
If you disagree with a statement, type 'Disagree: [url=http://forums.sjgames.com/showthread.php?t=threadnumber]Link to reasoning behind disagreement[/url].' and be done with it. |
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#57 |
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Join Date: Jan 2005
Location: Japan
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You're a genius.
__________________
Gurps Fan, a rules lawyer from the mysterious country of ninja, samurai, and magical girls, the inventor of M.U.N.C.H.K.I.N. |
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#58 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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And (or - if your GM's feeling generous - or) No Nuisance Rolls for it if you have Skill of 16 or more, so it just hums along, always working.
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#59 |
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Join Date: Aug 2004
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More like a Murphy’s Rules entry, isn‘t it? I’m fairly sure that the intent is more limiting than that.
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#60 |
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Join Date: Jun 2006
Location: Mpls, MN
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A very strong character can do far more damage with their bare hands then they can do with a Knife, or a Javelin.
P. B270 For a melee weapon, your effective ST for damage purposes cannot exceed triple the weapon’s minimum ST. For instance, a large knife has minimum ST 6, so its “maximum ST” is 18; if your ST were 19+, you would compute your damage as if you had ST 18. Natural weapons (e.g., a punch or kick) have neither minimum nor maximum ST. Incidently it appears at around ST 60 it is better to punch with your bare hands (7d-2), as opposed to using your mace (6d+1). :D |
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