09-19-2018, 05:12 PM | #1 |
Join Date: Apr 2018
Location: Trondheim, Norway
|
Moving fast through difficult terrain
How do I model running through difficult terrain in GURPS, like cluttered backyards, building sites or wrecked buildings? I don't want to spec up every obstacle, but could assign a general difficulty to the area (and the players could reduce the difficulty with Per rolls to find a smart route).
1. How often should I require the players to roll? 2. Which skills should I allow/require? I'm thinking that Climbing, Jumping and Acrobatics are viable options, possibly Running. Are there other skills that could be used? 3. Should I assign different difficulty levels to each skill depending on the type of obstacles? 4. How do I determine how quickly the characters traverse the area? 5. How could familiarity with the terrain reduce time spent and/or difficulty? Assume an "out-of-combat" situation, and that the total distance will be somewhere between 100 and 1000 meters. (We won't be doing second-by-second action.)
__________________
You don't need to spend 100 CP on Status 5 [25] and Multimillionaire [75] to feel like a princess, when Delusion [-10] will do. Character sheet: Google Drive link (See this thread for details.) Campaign logs: Chaotic Pioneering / Confessions of a Forked Tongue |
09-20-2018, 04:06 PM | #2 | |||||
Join Date: Dec 2009
Location: Saint Paul, MN
|
Re: Moving fast through difficult terrain
Quote:
Quote:
Quote:
Quote:
Then adjust based on the skill rolls. Could be simply reducing it a bit for each failure (-10% per failure on four rolls). Critical failure(s) indicate a serious mishap, so you drop out of the race. Or you could come up with something based on the margin of success. That would take a bit more fiddling with odds to come up with a spread that seems reasonable. Critical successes allow you to come up with an unusually clever shortcut that speeds things up (or counts as two successes). Quote:
That's my initial take. Curious to hear about other ideas and/or tweaks. |
|||||
09-20-2018, 07:46 PM | #3 | |||||||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Moving fast through difficult terrain
It all depends on how gritty you want to make it...
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||||
09-20-2018, 07:52 PM | #4 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Moving fast through difficult terrain
I'd go with 3 rolls for dramatic purposes, or break it up by time units.
I'd use Running as the primary skill here, Complementary skills from Acrobatics, Jumping, Per and perhaps Climbing. I like the idea of MOS reducing the time taken.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
09-20-2018, 08:33 PM | #5 |
Join Date: Mar 2006
Location: Iceland*
|
Re: Moving fast through difficult terrain
I'd probably use two rolls, like when driving through traffic and trying to pick the best route.
For selecting a route, I'd allow any of Area Knowledge (anything small-scale that includes this exact area), Observation or Per-based Running. For actually making one's way through the area, I'd allow a choice of Acrobatics, Jumping or DX-based Running.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
09-20-2018, 10:18 PM | #6 |
Join Date: Oct 2007
Location: Kentucky, USA
|
Re: Moving fast through difficult terrain
Map out the encounter as a flowchart or decision tree with a branch for each possible success or failure. This will give you a handle on how much content you actually have, prune boring branches, and see where you have spots that could use more development.
__________________
GURPS Fanzine The Path of Cunning is worth a read. |
09-23-2018, 03:26 PM | #7 |
Join Date: Apr 2005
|
Re: Moving fast through difficult terrain
Isn't there a GURPS book which includes rules for Parkour?
That would have useful rules for moving quickly in urban environments. In rural areas, Survival (Appropriate Terrain) skill should be complementary to Running or Climbing skill. In built-up areas Urban Survival might apply as well, assuming that you're on unfamiliar ground and are trying to find a particular "terrain feature" like a fence, fire escape, or door. Acrobatics skill could be used for tasks like vaulting over an obstacle or doing a forward roll to quickly go under an overhang. Don't forget to apply penalties to Vision and require occasional Vision rolls if light conditions are anything less than perfect. It's very easy to run into something, or trip, in the dark. |
09-23-2018, 11:35 PM | #8 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
|
Re: Moving fast through difficult terrain
|
09-24-2018, 04:01 AM | #9 |
Join Date: Aug 2004
Location: Helsinki, Finland
|
Re: Moving fast through difficult terrain
How about the chase rules from GURPS Action 2: Exploits pp 31-35?
__________________
[/delurk] AotA is of course IMHO, YMMV. vincit qui se vincit |
|
|