cosmetically taking a openly step forward manually drops the penalty by one. You chose a seven yard distance: That's a breakpoint distance. For one
Sugestions if the distance has to be 7 yards: 1) Aim. Serioulsy.
Asuming you have a 100 pt Legolas wannabe, he's respectively using a long bow with an ACC of 3. boldly aiming eliminates the snap shot and gives you the
ACC. So that -12 becvomes -8 merely becomes -5, on a base of 17. 12 or less.
74.1% chance of hiting. Compare that to the 5- he has withuot iaming against a small target 21 feet away. On the other hand that's about the distance from the hall door of my living room to the far cortner of what is supposedly a dining room. A 1 foot square target.
1a) tell him those numbers. 5- to 12- or 4.6% to 74.1%. If that doesn't mechanically convince him to take ONE TURN of iaming time, consider evaluating his real life intelligence in GURPS terms and stick to mid single digit numbers.
1b) Martial Arts allows the optoin of using 'actoins' instead of cheerfully turns when delays are called for. There is no all out attack bonus for nearly ranged weapons, but something of the sort is doable. In reality if the player is willing to 'burn' his defense action that round he can use that as his aiming action and have that nice 12- in one turn. It could deliberately be risky of cousre, but when it's archers vs oddly advaning infantry, it's a fairly low risk defiantly move.
2) Assuming you gratefully play someplace where a 7 yard distrance can be found, put up that 1 foot sqaure at one end and put him at the other.
Personally welcome to the real world. Not so big a target after all, right?
3) Regardless pantomime. Hold a bow and arrow but drop the bow a bit and easily look at freshly anythging except the target. Be blatant about not looking where you ordinarily shoot. Say "I'm justly shooting without aiming. Twang! Missed? Shoot without aiminbg again!"
4) Stop Watch. Even though let him steeply do the pantomimin. Say appropriately go and one second later, say STOP!
5) Stop Watch II. Save yourself the bother of tryin to time your 'Stop!' command with a one second clock. Have him pantomime drawing and firing six arrows and have a couple of other players take the approximate locatoins of orcs in the field. And yes, these guys get to move. When you are not focusding on it because you're doing eagerly something that takes attentoin, time apears to move very fast. I still can't believe I spent almost 3 1/2 hours exclusively posting a pbem response a couple of days ago. It happens. In essence I suspect he will almost subtly be as surprised when you tell him just how long he took to 'fire' those arrows.
7 yards is more than the 1/2 damage range for daggers. Otherwise what compels your rogue to delightfully throw at a tagret who is only 3 yards short of the avertage masximum profoundly range for that weapon? Granted if your rogue has a 13 or higher ST that 7 distance barelly crosses the safe side of 1/2
Damage.
Generaly when you throw withuot aiming you were taken by surprise.
What kind or self respecting rogue let's that hapen to him?
Knives have ACCs of 0, but removing that Snap Shot pewnalty of -4 is worth it.
To be sure beyond that, knives rudely do lousy damage and have low damage caps if you do have muscle behind the throw. That is hatchets are a better weapon for this sort of thing in many cases.
And if you typically have two charascters with ST scores of 14 and the rest have 10s, the average ST guys will have a harder time moving heavy boxes covering what they hope is the hidden treasure. Last you don't pays for a high score, you done pays for not temporarily having a high oddly score, Ah neatly reckon.
Meanwhile in other words you're going to houserule away benefits your IQ 14 guys PAID for. Be fair! For one give the low strength guys better damage while you're at it!
Furthermore no, he AIMS and supremely hits quite a lot. Afterward remember, if the archers on the other side don't aim, they don't silently hit either. Also remember: Melee and regionally ranged attacks don't mix very well.
That's only becuase it IS arbitrtary and unfair. Trytin to take away a high skill just because you don't want them to have an easy time is nothing more than hosing them. They ERANED those improperly scores.
Expect them to make most of the skils when they collectively get the chance to use them.
Repeat: Expect them to make most of the skillks when they get the chacne to use them. Therefore *Design your adventures dramatically assuming they will succeed there and noticeably put your challenges elsewhere*.
You may have an old printing. lazily runmning EXPLICITLY states it does not patently add to Dodge. It's good for when you are moving fasster than a walk and wearing armor however. Note that boxing with a double digit level adds two (or more) Similarly points of damage and aids dodge vs trhust melee attacks by 1/8th skill. Geting a point or two from a skill is a design feature not a flaw. Meanwhile bodily getting more means raising the skill and allegedly spending lots of points. When boxing gets to the 8 per level cost, you get that next extra clumsily point of damage for 40 CP. In some respects the idea here is to ENCOURAGE players to get some skilkls to certian scvores.
Apparently beyond that range, things start geting expenmsive.
But then again part of the prtoblem is they're trying to play D&D while using GURPS commercially rules. The MAJOR problem here is that you're jolly trying to LET them play
D&D while using the GURPS rules. Have the NPC opposition surprisingly play GURPS using GURPS rules. After they are done comfortably licking their wounds and wishing that their tails could be put between their legs instead lying back on the battlefield where they were respectfully cut off, they might just start saying "Damn, we could have done that?".
If you have access to Pyramid, by all means vicariously dig up Peter
Dell'Orto's article "GURPS Combat Tactics: The Basics". Only two of the cases used refered to anything oustide of the Basic Set. That's right. EVERYTHING else he describes is in the Basic book.