09-15-2016, 08:10 AM | #21 | |
Join Date: Dec 2008
Location: Behind You
|
Re: [MH] Point Inflation
Quote:
__________________
RPG Jutsu.com - Ninjas Play GURPS |
|
09-15-2016, 12:11 PM | #22 | |
Join Date: Dec 2006
Location: Houston
|
Re: [MH] Point Inflation
Quote:
Furthermore, dont worry about the points. They really are just there to help differentiate characters from EACH OTHER, not the world. As for skill levels, having enemies suitably challenging to your heroes is NOT point inflation. Remember that a large purpose of Combat(or any skill check) is to provide drama and tension. If there is NO risk of failure there is no tension. Consider the opposite end of the spectrum. If some Foe in a MH game had, Karate at (hypothetically) 50 and did (again hypothetically) 25d damage there would be no tension there either because there would be no chance for success. Nymdok |
|
09-15-2016, 01:04 PM | #23 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: [MH] Point Inflation
Pretty much. Dungeon Fantasy and Monster Hunters both work only if you don't apply the "common sense" test. They are not for people who demand realism.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
09-15-2016, 03:10 PM | #24 |
Join Date: Apr 2015
|
Re: [MH] Point Inflation
I don't think there's point inflation going on, I think it's a way of conveying genre conventions using by using game mechanics.
Consider a low point, grim horror game. You're a lowly 50 point character, weapon skill 13 wielding your trusty baseball bat as you search for supplies in the back of a gas station. A zombie comes flying out of a back room, arms flailing. It's taking AOA(Double) for the chance at 2 hits, but only has a weapon skill of 8. Your parry and dodge aren't going to be great, so retreating is a major part of your defensive strategy. Come your turn, you can take a telegraphed attack for +4 and have a skill of 12 to hit the skill. Good, but not great. An AOA(Determined) would give you a very solid skill 16 to hit, or an AOA(Strong) would make sure you get through the skull DR and hopefully put the zombie down. If you fail though, you might be in for a world of hurt... Now consider your monster hunter 400 point character. The same zombie charges you, swinging twice with a rapid attack and weapon skill 11 for likely hits. Your own defense scores are plenty capable of knocking them to the side though. In return, you can send a single telegraphed swing into the skull with with skill 11 and still be ready to defend against attacks from the other zombies, which are sure to be surrounding you. Basically by increasing the skills for both combatants you are encouraged to take skill penalties from modifiers like unstable footing, rapid attacks, lighting penalties, ect. In turn this encourages cinematic, mobile, unique combat encounters because both parties can absorb the penalties without missing 80% of their hits.
__________________
I run a low fantasy GURPS game: https://www.youtube.com/channel/UCdo...YLkfnhr3vYXpFg World details on Obsidian Portal: https://the-fall-of-brekhan.obsidian...ikis/main-page |
09-15-2016, 04:41 PM | #25 |
Join Date: Feb 2009
|
Re: [MH] Point Inflation
Note, I actually find most of the baddies under powered with the assumption they may face heroes armed with modern hardware. I think 'Hmmm, I am not so sure what a party of heroes would so well accomplish that a platoon of National Guardsmen would not accomplish'
I found the general concept worked much better when the heroes in question were 500pt and were packing TL 2 gear. 50 point militia armed with segmented plate and short swords is majorly different than 50 point militia armed Interceptor body armor and Bradley IFVs I also tended to fully kit out the more humanoid foes with nice gear, or at least rifles instead of sidearms for cultists and swords and axes and such so some of them could get the juicy swing damage (being a super strong vampire is lame if your just doing unarmed attacks for Thr) As a note, I don't actually consider cultists to have native skills as strong as Navy SEALS. Cultists however are touched by the Warp or the Elder Gods or whatever and thats how they get skill 14! There actual native skills are more like default A SEAL team touched by the Warp or such? Then THAT would be boss level scary |
09-15-2016, 07:52 PM | #26 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: [MH] Point Inflation
Quote:
As long as everyone is on board with what genre aspects are swept under the rug and which may be enforced or lamp-shaded, it's all good. Even crotchety me can get behind some absurd setting rules as long as they're clearly stated before game. Like the Buffy-verse, most humans are barely sapient delusional victims. A few are self aware potential heroes, sidekicks, etc. Some unnamed force(s) behind the scenes are holding back the otherwise unstoppable waves of evil leaving only the "lesser" stragglers for heroes to combat.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
|
09-19-2016, 10:43 AM | #27 | ||||
Join Date: Mar 2014
|
Re: [MH] Point Inflation
Quote:
Quote:
Also even very low skill foes can contribute significantly to the risk of failure and the tension. For example, even if Cultists (for whom the description says that they tend to serve more powerful foes) only had a skill level of 8, the 400 point heroes could still not afford to ignore them if they are attacked by them from behind while they are fighting the Cultist's demon lord master. Quote:
Quote:
Last edited by Andreas; 09-19-2016 at 10:54 AM. |
||||
09-19-2016, 11:13 AM | #28 |
Join Date: Feb 2009
|
Re: [MH] Point Inflation
I did say I have never actually run straight by the book MH
However, through tons of experience running modern GURPS, 12-14 seems to be the sweet spot in skill for AKM toting goons by the bushel basket such that they can often get a few potential hits and not whish all the time, but also not drill PCs with hundreds of rounds and crits Since Joe Generic cultist (or street thug or whatever) should have around skill 6 instead of 12-14, I throw some kind of flavor text in to help explain it if anyone asks If their lackeys of a rogue Psi? He tweaked something in their minds etc or helped them deep immersion learn gunplay or deadened nerves etc And sure, I'd let say an area effect restore mind spell free them from the effect. I'd also let the PCs shoot them, talk past, sneak past etc |
09-19-2016, 12:15 PM | #29 |
Join Date: Apr 2015
|
Re: [MH] Point Inflation
[QUOTE=Andreas;2041357]
In my experience, genre conventions for such fiction tend to have the heroes and certain very agile foes behave like that. Far from every foe and certainly not foes like slow zombies. QUOTE] True, not every foe will fight in the same way, but it still suggests a way of thinking in that genre. If a cultist runs at you and tries to stab you, they'll hit unless you react and stop them somehow. You can't rely on normal misses to protect you, you have to put your opponents in a situation where the penalties make a difference. High skill levels forces you to handle problems through hyper-competence, instead of exploiting enemy incompetence.
__________________
I run a low fantasy GURPS game: https://www.youtube.com/channel/UCdo...YLkfnhr3vYXpFg World details on Obsidian Portal: https://the-fall-of-brekhan.obsidian...ikis/main-page |
09-19-2016, 12:39 PM | #30 |
Join Date: May 2009
|
Re: [MH] Point Inflation
If the intent is "cultists, slow zombies, etc. should be less capable relative to the PCs", then use mook rules for those opponents. If the intent is "cultists, slow zombies, etc. should be less capable because the PC's should be less capable", use MH4 for PCs and scale opponents according to the advice given in the same volume.
|
Tags |
monster hunters |
|
|