Tuesday, February 4, 2025

Rules and Rulings from Session 204

Rules and rulings from DF Session 204.

- At one point Hannari did a Move and Attack - ran up, threw at a cultist from a yard away, and then the cultist's explosive spell went off. He had 1 more movement point, but you can't use ordinary movement points as a Retreat reaction by my ruling. I don't think anything in GURPS supports using "Move" to escape the blast radius of an explosion or effect unless it's specifically a non-instant effect (Shape Earth comes to mind, nothing else does offhand.) Since he'd used Move and Attack he couldn't use Retreat. When a blast went off behind him a split-second later (from a cultist throwing on his turn, a bit further down the move order) he similiarly couldn't use that one last move point to move forward and further away from the blast radius. Someone argued for forward momentum, which might make some logical sense, but again, nothing in the rules allows for it. I don't want to get into the precendent of allowing people to have momentum and prior movement give combat bonuses since GURPS similarly doesn't penalize you for lacking such things. Had he been able to use Retreat, the fact that he'd moved 8 yards in one second in a straight line wouldn't have impeded him, so moving 8 yards in a straight line doesn't aid him, either.

- How do slams and knockdown and knockback interact? My players argued that knockback should occur before knockdown, basically because of the wording for Knockback, where you may fall and that's discussed after. Under Slam, it doesn't say either way, it only says knockdown. I disagree - I think if you do so much damage that you automatically knock someone down, you should get to overrun and trample them. But I did agree to run it the way they want to. I may need to enforce Knockback rules for crushing damage from now on. I generally ignore it because it's more calculations, more rolls, and rarely significant. I think everyone has images of knocking down NPC after NPC after NPC as they pinball off of each other. I doubt it'll every come to that. I may have to make a ruling to cover situations were this doesn't make sense, and where trampling is the most logical effect. I'll probably have to argue rules again when that comes up, but I think if you can trample, that should be the default effect of a slam, and foes shouldn't be knocked back and away from the trample. Once again, a ruling makes another special case . . . which is why I largely ignored knockback until people wanted it back.

- I basically don't track shield damage unless someone has an attack that can reliably one-shot a shield. It's just too much headache in a VTT. People do ask pretty often, but the answer is pretty much, no, don't bother.

- Someone suggested that it would be cool if your missile spells got larger as you put more dice into it. No, no, no, no, no. No, as the GM, this would not be cool. People would want Per rolls to see how big it was. They'd argue that it should be Per-based or IQ-based Thaumatology and then later argue it should be Observation or Tactics or whatever the heck they're good at because "my guy should be experienced at this." Then they'd want to be able to guess within a die. Then people would want a perk to allow them to have missile spells that don't give away their power by size. Nevermind it makes no sense with Lightning even if makes sort-of sense with Stone Missile. Then people will ask about scaling to SM. This is pure give-a-mouse-a-cookie territory and doesn't add anything to the game except, "Wow, that Stone Missile was 18d, it must have been so big!"

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