Page 486

20th Apr 2018, 8:00 AM in Chunin Exam Arc
Page 486
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RandomRex6 20th Apr 2018, 8:00 AM edit delete
Between the Sand Shield and the Sand Armor, yeah, Gaara's an iron wall.

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Rastaba 20th Apr 2018, 8:44 AM edit delete reply
An iron wall one can at least dent and eventually break. Sand...there’s pretty much always more of it unless you turn it into glass. And even then Gaara seems able to pretty much disintegrate the stone around him into more sand. Or maybe I just imagined that part? Can somebody confirm that?
Werefrog 20th Apr 2018, 9:29 AM edit delete reply
Yes, Gaara of the sand could make sand from the rocks around him by taking his gourd sand and using it to grind up the ground. He can then use the newly made sand to make more sand.

He used this ability against the guy who could grow bones at will when he saved Lee who had just finished saving Naruto in that battle.
Otaku 20th Apr 2018, 9:07 AM edit delete reply

I'm reminded why I never much cared for the concept of an "Armor Class". I mean, not a problem for you who love those rules, I'm not part of your gaming group! XD I just prefer systems where the attacker rolls to attack and the defender rolls to defend.
m2012e 20th Apr 2018, 2:26 PM edit delete reply
Even using such a system, the absurdity of having an armor class that high would be like having +30 defense. Anything other than a nat 20 on attack or nat 1 on defense isn't likely to get through.
Luminous Lead 20th Apr 2018, 3:01 PM edit delete reply
AC helps cut down on extra calculation by assuming that the defender always rolls 10.

The equivalent here, I suppose, would be that the Gaara gets a giagantic defense bonus. Or, as m2012e puts it, a +30 bonus to his defense roll.

Fortunately, if J&J is following D&D3.5 style, the attacker has the option to "sunder" an opponent's armour, reducing their AC and making the actual opponent easier to hit.

Not quite sure how that'd play out here if Gaara's shield is automatically regenerated. Maybe Lee gains the effect of Haste to take multiple attack options a round in order to strike him before the shield is recreated.
Otaku 20th Apr 2018, 3:47 PM edit delete reply
Luminous Lead;

I understood about half of what you said. ^^' I should probably add my D&D experience is very, very shallow. My D&D experience is 3e and Hackmaster, with the former spanning about half a dozen game sessions and the latter ending before I even got to play my first character. XP

m2012e, I think I get what you said. Maybe. I'm most used to GURPS, so having a Dodge score of more than 20 means you're all playing stupidly powerful characters for the lols, or the GM is not-so-subtly hinting at one of two things: either the GM is tired of being the GM, or this NPC wasn't one you're supposed to fight. XD

Even a score above 16 is about soaking penalties, as it doesn't increase your odds of a crit (failure or success) or success in general. To give you an idea of scale, a normal human, unencumbered, has a Dodge of just 8. Armor doesn't make you harder to hit, it makes you harder to injure when you get hit (encumbrance actually reduces your Dodge).
Darkening 22nd Apr 2018, 7:07 AM edit delete reply
Yeah, in dnd it's basically assumed that if you roll under the armor's bonus to AC that you hit at the wrong angle and it just deflected off or w/e. There *are* ways to get DR in the same sense as gurps, but they're mostly a racial thing or from the super high end armor materials. Like, demons and such resist damage from everything that isn't blessed weapons or w/e.

Dodge is pretty hard to get super high in gurps, but you can get parry pretty high without a toooon of investment. Sadly, there's a lot less situations it's useful than dodge. Still, couple dudes with quarterstaves could take and age to kill each other in gurps lol.

I feel like there's a few things that stop being crit fails on a 17 if you get the skill high enough... Think some of the magic types? Mm. Been a while since I poked around the books.
Otaku 22nd Apr 2018, 3:29 PM edit delete reply
Thanks for explaining, Darkening. I didn't know that about the AC bonus.

I thank you all for indulging me, as I know this could easily come across as "Let me gush about my favorite system and why it is better than yours." ;) I really have always struggled with AC, and I think that is because even when I understand it, I just don't care for it that much. It takes things I'd rather tackle separately, like durability and evasion, and combines them... which makes it stickier when you need to separate them again.

Buuuuuuut I also wanted to tidy up some of what has been said, so I don't give a skewed view of how it works in GURPS.

Yeah, two similarly skilled fighters being run by two similarly skilled players, both using a more defensive weapon might lead to a long battle. Then again, proper use of Feints and/or some luck with the dice and it still ends pretty quick. Actually, just the fact that Combat Turns represent just one second of fighting also means things are faster than they appear. ;)

A high Block or Parry costs less to develop in GURPS than a high Dodge, but can still be pricey if you weren't planning on a high Skill in the appropriate area. You suffer penalties to Block or Parry more than one attack in a turn, but you get unlimited Dodges (not realistic, but easier to game). Heh, in a one-on-one martial arts match like above, it likely gets complicated, but I find it rewarding. XD

Don't know about magic, but having a Skill of 16 or higher means a 17 counts as a regular failure instead of a critical failure. Which is why I said that above 16 it was about soaking penalties. That may be misleading; soaking penalties is important in GURPS. I just wanted to present it in contrast to "Roll higher", but that's really just the same thing without more context.

What I really should have focused on is how 3d6 and rolling at or below compares to rolling a d20 and rolling at or above. With the latter, every +1 affects percentage in the same way. With GURPS, it depends on the base number in the first place. +2 doesn't help you hit any better when you've got Skill 16 and don't need to soak penalties or when you were already rolling against Skill 3 and were praying for luck, but it means a lot to someone with Skill 10-12.
Jarimor 22nd Apr 2018, 5:04 AM edit delete reply
AC 40?

welcome to being level three in a munchkin party.
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