Bob Schroeck Wrote:Different game systems have different results -- Doug's hand-to-hand in V&V compares favorably (very favorably, in fact) to off-the-shelf Energy Blasts (1d20), Lightning Bolts (2d8) and most other "typical" power attacks. (Mind you, if the owners of those attacks have Int and/or Agility over 10, they're also getting to hit and damage bonuses, so "live fire" totals are going to be different from the basic descriptions.) Also, actual damage-stopping ability in V&V is surprisingly rare -- Invulnerability, as noted above, and Armor, which is ablative (# points of armor left = % chance that the armor will intercept the damage, and be reduced by it) -- along with the mechanism for "rolling with" a hit (which swaps PP damage for HP damage) are the only ways to reduce incoming damage. The way V&V handles combat, Doug can literally pound his way through any armor -- not exactly the "gentle caress" you mention above.
That’s actually my point, Bob: different system. We shouldn’t be looking at low-end examples, we should be looking at what he can do against the targets he was playing against. Karate, in GURPS is fine for normals, but not metahumans (unless you’re using some of David Pulver’s rules from Pyramid 3-34 and you have a butt-load of ST, and maybe some Imbuements).
A 9d attack should be sufficient for him to beat up most low-level enemies. Tack a couple levels of Armor Divisor on there, and it becomes a credible attack against most targets. Add in some AoE, Rapid Fire and a partridge in a pear tree, and he becomes an area-denial scrapper. Douglas Quincy Sangnoir: Traffic Obstruction?
How far can Doug move when making his “I punch everyone and their grandmother” attacks in V&V? Also, would that count as an All-Out Attack for him?
Bob Schroeck Wrote:And that's not even factoring in his field, which will tend to keep him from getting hit in the first place.
I’ve got that built as an 8-level obscure against being targeted (there’s not really any other way to have a passive to-hit penalty in GURPS). Both Defensive (it doesn’t affect him) and Stealthy (targets can’t see it). He’s also got +5 Enhanced Dodge and Combat Reflexes, giving him a Dodge of 18 (I gave him a Basic Speed of 9, and -2 Basic Move for a 7).
So, unless it’s a cosmic-style attack, or an AoE, he’s pretty much golden.
Bob Schroeck Wrote:And if you think that's bad... Silverbolt has something like 130 points of armor and over 250 hp, IIRC; I don't even want to think about what would be needed to take out a real GURPS version of her. (As opposed to Argurous Astraph, who was merely inspired by her and built to fit the IST setting.)
Nah, I’ve made characters so broken, I’ve had to put them in a vault and never talk about them again. Pink’s one of the few that got to come back out.
However, speaking of the Ablative Armor from V&V, how fast does it recover? That alone might make it less effective in GURPS than it first appears.
Bob Schroeck Wrote:So just imagine what happens when he uses that song, as he did (mostly off-screen) in DW2...
I just want to know what happens to him when he hears the Weebles song. ;-P
Bob Schroeck Wrote:Again, different game systems, different mechanics. V&V bases jump distance off of Carrying Capacity, oddly enough, where GURPS does it off of Basic Speed; of course we're going to get two different results.
I can base it off of his ST, but then it’s like a foot-and-a-half.
Bob Schroeck Wrote:V&V 2E is a late-first-generation RPG, one of the first where the character stats were used to directly calculate other abilities and quantities. Some of those calculations are clearly dodgy, and a few are obviously pulled out of a hat. But it still does what it does very well, which is produce the feel of 4-color comics in a roleplaying setting.
Oh, I get that. Which is why I’m trying to get what he could do in V&V, and build the result in GURPS. GURPS is nice that it will let me do it that way.