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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Having said that, I think that you're really selling Deceptive Attack and Feint short, which, on a statistical level at least, do much the same thing. Yes, they don't cover ranged combat, but ranged combat has its own issues and set of defensive techniques. Quite realistically, being seen long enough to be aimed and fired at with most missile weapons is a death sentence no matter how agile you may be; keep your opponent from aiming at you at any reasonable distance and your opponent's to-hit gets too low to matter.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#2 |
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Join Date: Aug 2008
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It should also be noted that flamethrowers and similar attacks effect you if you are in there area with the possibility of diving out leaving you prone.
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#3 | |
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Join Date: Dec 2006
Location: Houston
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Ranged Attack is normally going against Dodge so thats not too much of a problem either. With Rapid Fire rules, its roughly like a quick contest. (Attacker Margin of victory versus his Attack) / RCL + 1 = Number of Hits Defender Margin of victory versus Dodge = Number of bullets avoided. Deceptive Attacks for ranged weapons are covered on MA121. Nymdok Last edited by Nymdok; 12-09-2009 at 01:28 PM. |
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#4 | |
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Join Date: Nov 2009
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Powers suggests a -2 to detect the attack per 5% of the enhancement, with 25% being undetectable. This is of course mainly for surprise - at some point the defender is going to figure it out, but it depends on the circumstances. I can understand why they didn't 'mechanics-ize' it because it is highly subjective to the situation. Powers also had a modifier for 'attacks that originate behind the target' or are otherwise *nearly* impossible to defend. I believe it is +150%. |
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#5 | |
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Join Date: Aug 2004
Location: A nice, warm rock with an excellent view of the Damned
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A year of running a GURPS PbP Arena has taught me that the GURPS system is ALL about attacker (and defender) input, and that their choices greatly influence the final attack roll vs. defence roll resolution. First, GURPS does the perhaps slightly quirky thing of moving that opposed roll to the Feinting mechanic. High skill master will out-maneuver low-skill mook through this route in the utter bare-bones system. Second, the first option I allowed in when getting my grubby hands on 4e was Deceptive Attack. It is an Optional rule, granted, but it speaks loudly to the issue you raise. Attacker takes -2 skill for each -1 defence he forces on defender. High skill master will wipe the floor with low skill mook even faster using this one. Combined with Feint - low skill mook is essentially defenceless when attack comes. Then add the options from Martial Arts: Counterattacks, Ripostes, Defensive Feints (now mook can't even HIT high skill master) to name just some of the options. When getting into the synergies of the system, I think you will find your worries in this area alliviated :-)
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The Wrathchild Last edited by The Wrathchild; 12-10-2009 at 06:37 AM. |
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#6 |
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Join Date: Dec 2009
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All righty! So, it looks like a lot of good ideas are coming around here. Let me just give this a quick rundown of the few possible problems I see remaining and how I think I'm gonna address those -
Spells that can't be converted into advantages seem to be fairly few and far between. Their advantage versions are just sometimes not readily obvious. It's a fault, but not a big one. It looks like my workaround for if there is absolutely NO appropriate advantage even after factoring in modifiers/limitations and a bit of definition-stretching, I could just use the spell mechanics but waive the magical "flavor" of it, in a pinch. Powers sounds like a very easy way to design simple custom magic systems, and for more elaborate stuff I could probably reverse-engineer the nearest approximate existing system. Spaceships sounds like my best bet for vehicle design. Again, I'm not needing Engineering 200 here, just a way to provide some point budgets for design. If that doesn't cut the mustard, I'll see if I can cobble something together out of building vehicles as "characters" and using these rules as guidelines for variables not available to characters (like the Handling trait). This 'predictive shot' thing, if it's a ranged sibling to deceptive attack, sounds like it REALLY helps balance out that upward scaling of offense. I'll look more into the feint issue too and see how that factors in, but it sounds like deceptive attack is the way to go. Even if predictive shot doesn't cleanly match it, it doesn't look like much stands in the way of just handwaving allowing deceptive attack to be used at range. Powers has proven to be a really swell asset (unrelatedly, I've also fallen in love with Imbuements, which cover something it seems few to any RPGs handle gracefully at all), though the issue of converting advantages into spells hasn't been my concern so much as vice-versa, by the way. The recommendation of it as well as Thaumatology has proven sound. Even if it's not a faultless solution to these quandaries, they're useful in their own right. Anyway, do these conclusions sound good, or am I cutting myself off from a better way of handling this? |
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#7 | |||||
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Join Date: Feb 2005
Location: Virginia, US
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I'm keeping on replying out of a sense of "newbie solidarity." While I've been tinkering with GURPS on and off (mostly off) for a while now, I'm still consider myself in that light. :D
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It's a purely interest thing, but if you had unlimited resources then you might just want to thread through Psionic Powers. It might be absolutely no use to you, but you would begin to see how Powers could be tweaked to produce a specific effect. You might find this illuminating. Quote:
In terms of a crunch book to guide your through this process, then once again you're left waiting for Vehicles for examples, or VDS for the "complete" system. Quote:
On the other hand, on the face of things it seems that you might run into similar problems that you're talking about vis-a-vis spells/advantages as imbuements/spells/advantages...? Quote:
Kage |
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#8 | |
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Join Date: Jul 2008
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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| Tags |
| magical styles, newbie, problems, questions, vehicles |
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