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Old 01-08-2015, 03:49 PM   #6
Varyon
 
Join Date: Jun 2013
Default Re: GURPS Overhaul - Initiative, Revised

Here's an example fight between two swordsmen. Knight is wearing Medium Plate (DR 6) on his chest, shoulders, forearms, hands, knees (front only), shins, and feet, and Medium Brigandine (DR 5) on his abdomen. He's got a DR 6 full helm on his head with Class 2 eye protection. He's also wearing a padded Fine Mail Coif (DR 5/3*) and has Fine Mail (DR 4/2*) protecting pretty much everywhere the rigid armor's missing. He's wielding a Thrusting Bastard Sword. His foe, Duelist, is wearing Light Brigandine (DR 3) on his torso, forearms, and shins, and has a padded Light Plate (DR 4) pot helm on his skull. He's wielding a Very Fine Edged Light Rapier.

Knight has ST 14, DX 11, HT 13, BS 6, Init 11, Move 5. BL is 39 and he's wearing 41.3 lb of plate, 5 lb of brigandine, 14 lb of mail, and 1.8 lb of coif padding, and is wielding a 5 lb sword, putting him at Light Encumbrance, for functional Move 4 - each yard costs 12.5 IP. With Combat Reflexes, he's at Dodge 9. His weapon costs 60 IP for a thrust, 75 for a swing, 40 for a Parry, and 50 to draw.

Duelist has ST 12, DX 14, HT 11, BS 7, Init 13, Move 6. BL is around 29 and he's wearing 17.5 lb of brigandine, 1.6 lb of plate, and 1.2 lb of pot helm padding, and wielding a 2.25 lb weapon, leaving him at No Encumbrance, for Move 6 - each yard costs 8.33 (round to 8.5) IP. With CR, he's at Dodge 11. As he has 1.5x MinST for his weapon, it costs 55 for a thrust, 65 for a swing, 35 for a Parry, and 40 to draw.

Knight has 2h Sword at 15, Duelist has Rapier at 16. We'll start battle with combatants 20 yards away, armor on and weapons ready


We start by rolling Init. Knight rolls an 8 against 13, for MoS 5 - he starts at 75 IP. Duelist rolls a 9 against 15, for MoS 6 - he starts at 80 IP.

Tick
K-86
D-93
Tick
K-97
D-106
Duelist acts, moving 2 yards for 17 IP (89 left)
Tick
K-108
D-102
Knight acts first, moving 2 yards for 25 IP (83 left)
Duelist acts next, moving 2 yards for 17 IP (85 left)
Tick
K-94
D-98
Tick
K-105
D-111
Duelist acts first, moving 3 yards for 25.5 IP (85.5 left)
Knight acts next, moving 2 yards for 25 IP (80 left)
Tick
K-91
D-98.5
Tick
K-102
D-111.5
Duelist acts first, moving 3 yards for 25.5 IP (86 left)
Knight acts next, moving 2 yards for 25 IP (78 left)
Tick
K-89
D-99
Tick
K-100
D-112
Duelist acts first. They're only 4 yards apart, so he Steps forward (8.5 IP) and Delays, targeting Knight and reserving an action if he comes within 2 yards
Knight acts next. He opts to go All Out in hopes of beating his target's Delay - he picks up an extra 30 IP (3 Ticks) and uses them all to drop his attack to a functional 30 IP, thrusting with his sword against his foe's leg, hoping to hit an unarmored portion. He Steps (no cost, as it's part of his attack) and thrusts. Duelist's Delay is triggered. He opts to Step for a Telegraphic (+4) thrust at his foe's palm (-8) and, not expecting his target to use his All Out for higher speed, dumps an extra 20 IP into the attack for +2 to hit. Knight is spending 30 IP (standardized to 27.3), Duelist is spending 8.5 on the Step, 75 on the attack (all added and standardized to 64.3). That's +7 in favor of the Knight. He wins easily and strikes first, rolling a 9 - potential hit. Duelist opts to Parry with a Slip to his foe's right. He's already dedicated 75 IP to an attack, so he's only got 25 to play with - he has to take a -2 on his Parry, negating the bonus for the Slip. An 11 makes it. For his attack, he's rolling against 14 - 10 hits. He deals 1d+2 damage, rolling a 2 for 4 injury. That's just shy of crippling, but it's over 20% of HP, so Knight suffers -2 shock (this will last for 50 IP, or 5 Ticks) and loses 10 IP. He rolls a 10 against HT 13, negating the loss.
Knight is at 70 IP and can't defend for 3 more Ticks. Duelist is at 0 IP.
Tick
K-81
D-13
Tick
K-92
D-26
Tick
K-103
D-39
Knight gets to act again, but is still at -2. He pumps an extra 10 IP into a swing (for skill 14) and takes a -2 Deceptive swing (85 IP) at Duelist's torso. A 12 gets it on the numbers. Duelist can't Retreat for another Tick, so he has to rely on a normal Parry. He burns 35 IP (normal cost) and rolls a 13 - failure. Knight deals 2d+2 damage, rolling a 6 for 8 damage. That's more than twice Duelist's DR, so it stays Cutting - 5 penetrating becomes 7 injury, a Major Wound. Duelist rolls a 12 against HT 11, taking 50 IP of Stunning. That 7 injury is also enough for both a -4 shock and a -25 IP. His next roll against HT is a 15, another failure, so he's now at -71 IP, falling on his back but keeping hold of his weapons. Knight is at 18
Tick
K-29
D-(58)
Tick
K-40
D-(45)
Tick
K-51
D-(32)
Tick
K-62
D-(19)
Tick
K-73
D-(6)
Tick
K-84
D-7
Tick
K-95
D-20
Tick
K-106
D-33
Knight gets to go again, and Duelist is still on the ground. Knight uses Ready to switch to a Reverse Grip (this should cost 30 - a Ready with the weapon at hand - but the reduced penalty to do this with two-handed weapons implies 20 may be more appropriate, so I'll go with that). He has 86 IP left.
Tick
K-97
D-46
Tick
K-108
D-59
Knight goes for broke, a +65 (6 Ticks) All Out Attack. He pumps 40 IP into improving his roll, for +4, and the remaining 25 into dropping his attack to a functional cost of 35 IP. He thrusts at Duelist's vitals, at -2 Deceptive, for effective skill 14. A 10 makes it. Duelist is at a total -4 to Parry, so he opts for Feverish Defenses with a 35 IP Parry at +2 (total -2). A 9 makes it.
Knight is at 73 IP, Duelist is at 24 IP.
Tick
K-84
D-37
Tick
K-95
D-50
Tick
K-106
D-63
Knight's turn again, although he's still got 4 Ticks left of All Out. He tries another murder stroke, with +20 (2 Ticks) IP traded for a +2 (he doesn't go Deceptive this time). He burns 75 IP and rolls a 13, which hits. Duelist goes for another Feverish 35 IP Parry. A 16 is nowhere close. Knight rolls 2d, for 6 imp. That 3 past DR for 9 injury. Another Major Wound, and Duelist is now below 0 HP (he's at -4) and first has to roll to stay conscious. 10 makes that, so now for Stunning. 10's good enough, but 9 injury is over 70% injury, so he's lost 35 IP. A roll of 13 isn't enough to recover any, so he's at -7.
Knight is at 31 IP, Duelist is at -7.
Tick
K-42
D-6
Tick
K-43
D-19
Tick
Tick
Tick
Tick
Tick
K-98
D-97
Tick
K-109
D-110
Duelist gets to go first. I'll use fiat to say he's got Acrobatics 16, so he'll roll against 12 to reduce the price of Change Posture to the same as moving 2 yards - 17 IP. A 7 makes it, and he's up to Kneeling. He's still got 93 IP left, so he can try for more movement - he tries Acrobatics at 12 again and rolls a 6, so he's able to stand to full for another 17 IP. So much movement calls for an HT roll to stay conscious - 8 does it, and will keep him up for this and the next 4 Ticks of action.
Knight goes next. Duelist got up a lot faster than he was expecting, so no risking anything fancy this time - he burns 20 IP to switch back to normal grip and Steps back.
Tick
K-100
D-89
Knight takes a swing (75 IP) at Duelist's torso, burning -2 for Deceptive. 14 breezes past. Knight's at only 25 now.
Tick
K-36
D-102
Duelist gets to go, and he knows he'll be down for the count soon. He goes All Out for +65 IP (5 Ticks) and thrusts at Knight's eye slits. 30 of the above he spends to get +3 to hit, the rest he spends to drop the cost of the attack to 20 IP. He goes Telegraphic for another +4, for skill 13. 14 misses.
Tick
K-47
D-95
Tick
K-58
D-108
Duelist tries the same thing again, although this time he can only pick up an extra +39 (3 Ticks) IP. 30 goes to +3, 9 goes to drop his attack to 46 IP, and he goes Telegraphic again. 10 is a hit. Knight opts for a Feverish Retreating Parry, trading +2 of the bonus for a -10 to IP cost, dropping it to 30. His risk doesn't pay off - a 14 means a hit. Duelist rolls 1d+2 and gets a total of 5, for 20 injury. Knight is now at -10 HP and has to roll to stay conscious - 9 does it. This is also a Major Wound to the Skull, for a roll against 3 to avoid Knockdown/Stunning - 11 isn't enough to stay conscious, and Knight falls down. Duelist stumbles off to try and find a healer.

...

In terms of bleeding, Knight is rolling against 9 (-4 for 24 HP injury), Duelist against 4 (-3 for 16 injury, -4 for vitals), each rolling every 30 seconds.

Knight rolls 7, 12 (-25), 14 (-26), 13 (-27), 6, 10 (-27); death check is against 13 and rolls 9; and continues. He has a decent chance of stabilizing.

Duelist rolls 10 (-5), 5 (-6), 11 (-7), 9 (-8), 8 (-9), 4; Critical Success means he's stable.

Both combatants might survive, but they won't be fighting again anytime soon. The fight took a total of 37 Ticks, or 7.4 seconds, to resolve.
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