On Sun, Apr 8, 2012 at 12:37 PM, All Hail Discordia <[email protected]> wrote:

> Innate attack [points worked out by CR with damage modifiers 1d-1, +1, +2,
> etc ]+ Armor divisor, Melee Attack, Vs. Magic

IIRC there's a new GURPS Power-Ups PDF out that has new optional rules
for adding enhancements and limitations to your normal attacks. I
don't have it, though, and in its absence using an Innate Attack with
the right modifiers seems OK. If you really want to emulate D&D 3.5
monks, it also allows you to raise the attack's damage independently
of ST as you "level up".

I don't think you'd need to use the Innate Attack skill to attack with
this, though. Requiring Karate instead and treating it like a normal
melee attack won't give you much trouble, IMHO. Isn't there a "Melee
Attack" enhancement or something that would fit here?

As for the Armor Divisor itself, You have the "Law", "Adamantine",
"Magic" part as an extra enhancements, and I think that's not correct.
They're actually narrowing the range of things your armor divisor
affects, so they should be limitations. The less opponents you have in
your campaign that are vulnerable to these descriptors, the greater
the discount they give you.

-- 
Bira
http://compexplicita.tumblr.com
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