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Old 08-22-2019, 05:34 AM   #49
Varyon
 
Join Date: Jun 2013
Default Re: Translating the concept of HP from D&D (and the like) to GURPS

Quote:
Originally Posted by maximara View Post
The second part depends on what cinematic rules are in place. Under the Cannon Fodder rule the goblins would be toast even against an "average" GURPS fighter.
Depends on the number of goblins and their combat strategy. If they manage to successfully surround the character so that one or more get an attack that can’t be defended against, that may well be game over for our hero. Even without that, iteration penalties for multiple defenses can add up quickly if all the goblins attack at once.

Quote:
Originally Posted by maximara View Post
Though the slowness of D&D combat does raise a key question: just what are the D&D character doing over those 6 seconds?
Moving 10 yards (7 yards for slow characters, 13 for fast ones), vying for an opening, and - in melee combat - throwing multiple attacks. Each attack roll in DnD is meant to represent multiple attacks*. Some miss, some “hit” (whatever that ends up meaning when dealing with abstract HP), and your damage roll represents how much of an impact all those “hits” had. If foes do something to expose themselves during this time (attack unarmed, move past you, cast spells, etc), you are likely to land more “hits” (in the form of Attacks of Opportunity). Ranged combat obviously involves only one actual attack per roll, as each attack only uses one piece of ammunition. This isn’t as slow as it sounds - a GURPS character who moves 10 yards, successfully Fast Draws an arrow and draws it, gets to maximum Aim, and attacks would actually take 7 seconds to pull that off (2 to move, 1 to nock the arrow, 3 to Aim, 1 to Attack).

*Edit: If you dislike the idea of multiple attacks per roll, consider DnD doesn’t have the equivalent of Evaluate - assume the characters Evaluate for 3 seconds prior to attacking, and all 6 seconds are accounted for.
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Last edited by Varyon; 08-22-2019 at 05:55 AM.
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