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#1 |
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Join Date: Jan 2010
Location: Finland, Lahti
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To recreate PD in 4e you could subtract PD of an armor from an attacker's successes instead of adding to the armor-user's defense roll. If Successes-PD is less than zero, the blow has been deflected from the armor after defender's unsuccessful or non-existing defense roll.
For more tweaking you can readjust PD penalties: hard leather/wood has PD 1, chain/scale has PD 2 and basic plate armor has PD 3*. For even more tweaking for each 3 dice of damage that an attack does, it eliminates 1 point of PD from the target's armor. And 1-handed crushing weapon removes PD penalty by 1, 2-handed by 2. *PD 4 for TL4 Maximilian armor with more curves and narrower ridges (ribbed plate), which creates better deflecting angles. __________________ Glimmerman www.gurpsgroundzero.com "Life consists not in holding good cards but in playing those you hold well." |
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#2 |
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Join Date: Jan 2006
Location: Central Europe
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That's not an aura, its part of the formula. They could have just as well said that dodge is 1.5 x Basic Speed and parry/block is skill-4
A weapon glancing off armour is one possible description of failing to do enough damage to penetrate.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#3 | ||
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Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Quote:
Quote:
Yes,I know it, like DB, is not passive. But the function of this +3 plus the DB is pretty much replacing PD. Pretty much like an active version of passive defense. |
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#4 | |
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Join Date: Dec 2007
Location: Brooklyn, NY
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Quote:
These resolve identically at Basic Speed 5.00 (human average) and skill 10. This puts low skill combatants at a significant disadvantage vs high skill combatants (which makes more sense to me); the Dodge change makes Dodge scale linearly with Basic Speed, which makes much more sense to me than a flat +3. And yet within the normal human range of values there isn't too much difference from one another.
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-JC |
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#5 |
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Join Date: Dec 2019
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There is a PD stat in the handcuffs section of GURPS Mysteries (4e). What is that?
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#6 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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That seems to be third edition Passive Defense. Mysteries is a rather early 4e book, first published in 2005, and PD seems to have leaked through.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#7 | |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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elco2, you should use the stats from High-Tech (4e): Handcuffs (TL6). Metal, key-locking cuffs give -5 to Escape. DR 4, HP 6. $50, 0.5 lb. LC4. |
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#8 |
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Banned
Join Date: Jun 2005
Location: Bristol
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I am just glad it has gone from 4e.
Even if they were mooks all out attacking on 14 (it may have been less), the shield PD bonus was hard. The mook would only hit the character if the skill roll was less that -x of the PD of the shield, otherwise the mook would hit the shield. But also the mooks could hide behind the character's shield and there would be a penalty for the character to hit the mook, usually -x PD of the shield. |
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#9 | |||
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Join Date: Aug 2018
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Quote:
The primary difference seems to be that DB is of no help if you don't make a defense while PD allowed a defense roll even if you did not defend (like if it was a surprise attack, or you were using AOA) Quote:
I thought PD in 3e meant you didn't modify the attacker's roll and instead treated it like a free block or a free parry, but if you didn't actually make an active defence then the PD alone was rolled against instead of PD+skill/2 Quote:
I'm curious where I can find the rule of it being harder to hit a mook by them trying to use your shield's cover against you. It sounds pretty cool. |
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| Tags |
| dodge, passive defense |
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