seventeenth issue - RPG Review
seventeenth issue - RPG Review
seventeenth issue - RPG Review
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
now a new proviso that for every subsequent dodge after the first, there is now a cumulative –1 penalty.<br />
Parry is now considered to be the same as attacking the opponent’s weapon. It is now equal to the weapon skill –<br />
penalties to hit are (for the opponent’s weapon that you are parrying) –5 for small weapons (knife etc), 3 for polearms<br />
and greatswords, and –4 for all others (B110 Sidebar). This differs from the old half of weapon skill.<br />
Also note that those weapon skills that had listed as a 2/3 rd parry are now no different from any other weapon. This<br />
includes Short Staff and Tonfa, as well as Karate and Judo. Also note that Judo no longer gets a bonus for parrying<br />
an armed opponent (B110).<br />
Block is effectively a parry with a shield – it now works of Shield skill with the appropriate modifiers as above for the<br />
opponent’s weapon, rather than half skill, however Shield skill is increased by the Passive Defense value of the shield,<br />
from 1 to 4, as shown on B76.<br />
For Reference: <br />
Type PD Cost Weight DR Notes<br />
Buckler 1 24d 2 5/20<br />
Small Shield 2 36d 8 5/30<br />
Round Shield 2 42d 9 5/30<br />
Heater Shield 3 60d 15 7/40<br />
Kite Shield 4 72d 20 7/50<br />
Tower Shield 4 96d 25 9/60<br />
Large RoundShield 4 50d 12 5/40<br />
Note: - The second value for DR is the actual Hit Points of the shield itself. Damage to the shield over<br />
the DR causes actual damage – once all shield hit points are used, the shield falls apart. This<br />
will generally not be bothered with in normal play, as it is way too much bookkeeping.<br />
Dodge uses Basic Speed x 2, i.e., (DX + HT)/2. Round down. It also has the same penalties as above added on – e.g.,<br />
dodging a knife is (DX + HT)/2 –5, and dodging a spear is at (DX + HT)/2 –3 (its easier to dodge a spear than a knife).<br />
Defensive penalties are now doubled, defensive bonuses remain as they are. The exception to this is that AllOut<br />
Defence now adds a +4 to Active Defence.<br />
Also note that as a result of this, successful feints now subtract double the difference from the AD. It also means that<br />
parrying thrown weapons, and parrying with knives is now at –2 (B99)<br />
Retreat Bonus is only added to the Dodge defense, not to Block or Parry. Also note that if you use a Dodge defence,<br />
you cannot also step forwards in the same round – dodging implies putting distance between yourself and your attacker.<br />
Passive Defense<br />
Is no more. Do not add PD to Active Defense. Do not roll against PD. Say goodbye to PD.<br />
Shields: One exception to the above, as noted previously: Do add a shield's current PD value (+1 to +4) to Block. This<br />
does not aid other defenses. It's a bonus that Block gains for the large size of the defending object, just as Parry takes a<br />
penalty when attempted with a small knife.<br />
Damage Resistance & Edge Protection<br />
BASIC GURPS introduces a rule for flexible armors like Kevlar and mail: A bullet that did not penetrate these armors<br />
20 <strong>RPG</strong> REVIEW ISSUE SEVENTEEN September 2012