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Kromm[]

http://forums.sjgames.com/showpost.php?p=1119678&postcount=7

All-Out (*) is a reasonable expansion. The bonus depends on what * is. As a general rule:

  • +1 for feats based on IQ, Will, or Per. For this purpose, treat ranged attacks as an application of Per. Examples: The +1 that All-Out Concentrate grants psi use (Psionic Powers, p. 11); the +1 to hit that All-Out Attack grants ranged attacks (p. B365).
  • +2 for defenses or resistance rolls, or feats of ST or HT. Examples: The +2 that All-Out Defense gives regular (p. B366) or mental (Psionic Powers, p. 11) defenses; the +2 that All-Out Attack gives to use ST offensively or to break free in close combat (Martial Arts, p. 114).
  • +4 for feats of pure agility based on DX. Examples: The +4 to hit that All-Out Attack grants melee attacks (p. B365) and DX-based close-combat moves (Martial Arts, p. 114); the +4 to Acrobatics for an all-out Acrobatic Stand (Martial Arts, p. 98).

You could call these things

  1. All-Out Move (to get +4 DX when a roll is needed to navigate terrain)
  2. All-Out Change Posture (as for the Acrobatic Stand example)
  3. All-Out Ready (to get +4 DX when a roll is needed to ready an item, or +2 ST when what you're readying is too heavy for you)

And you could certainly allow Committed (*) for the second and third cases above, giving half the bonus (+1 or +2) in return for the drawbacks of the Committed Attack maneuver defined in Martial Arts.

See also[]

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