Disclaimer: The following material consists of rulings on GURPS originally posted to electronic discussion forums, newsgroups, and mailing lists by Sean "Dr. Kromm" Punch. Some of these statements have been taken out of context, or have been altered for clarity or brevity; therefore, these are not "official" rulings, and neither Sean Punch nor Steve Jackson Games is responsible for the accuracy of the modified content.

These were collected by Travis Foster c. 2004-2005.

Enhancements, migrating

09-01-2004, 02:43 PM forums.sjgames.com Re: Cybernetic ench/limitation question.

Feel free to migrate special modifiers all over the place. Plenty of them could apply to many traits besides the ones they're listed with … they're just not applicable to a sufficiently broad selection of advantages to qualify as general modifiers.

Of course, if you get a headache or nausea as a result, it isn't my fault. :D


09-04-2004, 03:47 PM forums.sjgames.com Re: Homing enhancement

Originally Posted by LoganSaj

When this enhancement is placed on a ability, to what roll is a hit location penalty applied when calling a shot - the attacker's skill or the innate ability's homing skill (10+ACC)?

For Homing, you can't call the shot … roll randomly. For Guided, just modify the attacker's skill.

Originally Posted by LoganSaj

Also, when using an ability with homing, if the attacker aims, does his accuracy bonus include the full accuracy for an increased homing ACC (using increased accuracy)? If so, is there a reduction in cost if the increased accuracy only applies to the homing attack skill and not the attacker's to hit roll?

Um, the attacker's roll for a Homing weapon is just to push the button. Acc only ever applies to the actual attack roll — made by the weapon itself — and isn't any cheaper for it.

09-04-2004, 03:51 PM forums.sjgames.com Re: Homing enhancement

Originally Posted by LoganSaj

That doesn't seem quite fair :-/

Why? You're not in control of a Homing attack. By definition, it homes in on its own. Once you fire it, that's that. If you want control over it, get Guided.

09-04-2004, 03:56 PM forums.sjgames.com Re: Homing enhancement

Originally Posted by LoganSaj

Well, I'm just thinking that, in the sense of large targets, you should be able to target a specific part of the target. Just like homing missiles targetting open windows, or targetting heat signatures of jets, instead of the entire jet.

That's how they work already, though. Homing attacks use a sense to home with, and home in on whatever the sense is detecting. For jets, that would be the exhaust. Rules for all that are topical for Vehicles, though, not the Basic Set.

09-04-2004, 04:11 PM forums.sjgames.com Re: Homing enhancement

Originally Posted by LoganSaj

I thought the rule used to be "if you can see it, you can hit it". Also, I thought if you buy an enhancement on something, it made an improvement. But, if you cannot target a specific hit location, why buy "homing"?

Read carefully. It lets you ignore all range penalties! It does not suffer half damage at any range! It can target things that you, personally, cannot sense, by using its special homing sense. Those are huge benefits … they let you fire a missile in the dark at something at Max range, and you'll almost certainly hit at full damage.

The only down side to Homing is that it isn't good for trick shots. Since most fighters aim at the Torso with most shots, that's at best a tiny drawback.

Originally Posted by LoganSaj

All right then … What about a foe who is hugging another foe, or an ally? Is this counted as one target, which the attack randomly hits one or the other, as it is essentially "one" target?

It's assumed that you can designate one or the other during the lock-on period. Yeah, that's abstract, but this being an RPG, "different character" is the single most important distinction to make in combat. We'd be bad game designers if we didn't respect it.

09-04-2004, 05:12 PM forums.sjgames.com Re: Homing enhancement

Originally Posted by LoganSaj

If a foe had a pistol against an ally (or loved one)'s head, you couldn't hit the gun (or his hand to drop the gun) and arrest the guy, you would simply have to kill him?

With a Homing attack? Yep. It's not really suitable for taking prisoners, used with a lethal attack.

09-05-2004, 12:36 PM forums.sjgames.com Re: Homing enhancement

Originally Posted by LoganSaj

At what point is the distinction drawn for size of separate targets?

When the two things are separate objects with separate HT, HP, etc. Size isn't the issue; being part of the same entity is. The assumption is that Homing locks onto some kind of signature that's more-or-less associated with one object. It's "smart" enough to profile (tell one man, submarine, etc. from another) but not good enough to lock onto one part of the same blob instead of another.


08-27-2004, 01:41 AM forums.sjgames.com Re: ROF enhancement

I don't deny that Rapid Fire is easy to break. The problem is that if you price it like "more damage," it's crappy. If you price it as we have, it's fair … until you start stacking other stuff on it to abuse it. All I can suggest is that GMs keep an eye on it to keep it from getting out of hand. The best guideline is genre consistency: How many supers in comics actually shoot 300 bolts o' power or whatever?

08-30-2004, 12:29 AM forums.sjgames.com Re: ROF enhancement

Ultimately, that's the thing … in games where PCs can get rifles that toss out 10-12 bullets that do 5d-7d vs. humans who typically have DR 0, all for a few bucks, it's hard to justify loads of points for Innate Attack. The real balancing factor is to decide what's "normal" in the campaign and start charging Unusual Background costs right on the far side of that line. So those rapid-fire death attacks probably should cost what they cost in modern-day and futuristic games, but maybe 200 points of UB is a good idea in a low-magic, TL3 fantasy game.