12-25-2014, 03:57 AM | #31 | |||
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Zombie Killing
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 12-25-2014 at 04:17 AM. |
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12-25-2014, 04:02 AM | #32 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Zombie Killing
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 12-25-2014 at 04:38 AM. |
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12-25-2014, 04:18 AM | #33 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Zombie Killing
I'd go with attacking the legs first. They're easier to hit, and a crippling blow here makes the rest of the fight much, much easier.
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12-25-2014, 04:21 AM | #34 | |
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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Is it really the fact that it can tip the +10 threshold? Not sure I'm really worried about a hard +10 threshold. Especially as by that definition it would be fine if I was suffering some negative mods from other factors. Don't get me wrong I can see how +11 bonus could be abused here, it is basically an automatic eye or armour chink hit for anyone of moderate skill. But IME it largely negated by anyone fighting even remotely cleverly and/or defensively. Also that argument is only relevant for the combination of 3x evaluate AoA:D and Telegraphic. What about just 3x evaluate and Telegraphic that doesn't breach the +10 hard limit? I can't see a reason why AoA:D and telegraphic is a legitimate stack at +8 (with loss of defence as trade off) and 3x evaluate and telegraphic stacking to +7 (with the three turn sacrifice) isn't. Anyway as ever I'm guessing this comes down to play experience, I don't find it a problme, but that doens't mean there's no potential problems |
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12-25-2014, 04:21 AM | #35 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Zombie Killing
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 12-25-2014 at 04:25 AM. |
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12-25-2014, 04:31 AM | #36 |
Join Date: Jul 2007
Location: One Mile Up
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Re: Zombie Killing
Yep. 3/4 of the players (Tshiggins, Dublindog, and zino @ Here, in descending order of activity) can vouch for me.
I based the aesthetic on the old Rankin / Bass Rudolph the Red-Nosed Reindeer special that they play on tv every December. The PCs and everybody else were made out of animate clay, and every inanimate object was inanimate clay. Everybody had IT: Homogenous, IT: Detachable / Reattachable Limbs, and Unhealing with an exception for treatment with Artist (Sculpting). People who got immolated were on, "clay fire," falling to the ground and turning into black clay while waves of red and orange clay writhed in the air above them. The PCs were a Human (Ninja), an Intelligent Animal (Tactician / Faceman), a rogue Elf from Santa's Workshop who became disillusioned with Communism (TL 4+5 Techie), and a Misfit Toy (Heavy Weapons). Santa himself was a two-ton spherical clay monster with Sumo: 20, and his henchmen included Hermey the Dentist / Torturer (who appeared at the final confrontation wearing an SM -1 TL 4+5 Clockpunk Battlesuit that took a direct hit from the teddy bear's RPG to bring down), Cassius Clay the Boxing Snowman, and Rocket Rudolph the Robot Reindeer, who escaped the destruction of the workshop to be the main villain (with the Bumble as his henchman) in the inevitable sequel. The rogue Elf stole the show when he commandeered the workshop PA system and issued a squeaky-voiced political diatribe against Santa, successfully inciting a riot between loyalists and malcontents, ("My proletarian brethren, you have been deceived! The fruits of your tireless labor are being distributed to the children of the bourgeoisie, for no benefit to the Arctic collective, while your 'first elf amongst elves' enjoys kingly luxury and unprecedented media worship! Throw down your toys, and rise up against the authoritarian red oppressor!"), but everybody else also hammed it up and seemed to have a good time. Last edited by Gold & Appel Inc; 12-25-2014 at 05:17 AM. |
12-25-2014, 04:48 AM | #37 | |
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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Unless you're saying it should be caped at +10 with all positive and negative situational mods taken into account, in which case yeah I can see the case for an automatic hit (unless the basic stat itself was say 5 or less). Certainly a non combat situation, and I'd argue that's scene with the wire link fence counts as 'non combat' as there was now risk to the guys on the other side poking through the gaps. So I'd probably do the same and make a single roll for something not going horribly wrong. |
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12-25-2014, 04:50 AM | #38 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Zombie Killing
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Don't forget the bonus for Dirty Fighting (IIRC e.g. DF allows 3 levels of it). Capping the total bonus from {AoA+Evaluate+Telegraphic Attack} at +8 seems reasonable. Even so, Telegraphic Attack seems to do the same thing as Evaluate, but (a) hurriedly and thus (b) not taking into account any measure to avoid the enemy's preparation for the lined-up attack. |
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12-25-2014, 05:03 AM | #39 |
Join Date: Aug 2012
Location: Estonia
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Re: Zombie Killing
I personally also think that the default of whacking someone with a stick (DX-5) being so much worse than the default of just whacking someone with a fist (DX) is something quirky.
So if I'm attacked by a thug Id better not grab a led pipe - I'll go from 50-50 hit chances to below 5% hit chance. That is just ridiculous. Either this penalty is too harsh or a simple punch is too generous. Except for the sheer terror/stress whacking a good smack with ANY hard object on a romero style shamblers head shouldn't be nigh on impossible even for a survivor unskilled in melee combat. Actually it should be rather doable at least to anyone who has split some firewood etc. in his/hers life - psychological terror aside the shamblers head is not a much of a harder target than a thin wobbly log. And the stress/terror etc. should be handled with other mechanics - fright checks etc. I'd iterate that it might make sense to replace skull hit location for Z-s with a general headshot location (-5) for this genre and also the skulls in the Walking Dead series seem to be made of papier-mache (might be because they actually are :D), so you'd might reconsider the skull DR or make any damage roll bigger than 3-4 an instakill that will cause the head to explode in gory mess. Last edited by fifiste; 12-25-2014 at 05:08 AM. |
12-25-2014, 11:26 AM | #40 | ||||
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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If some one what's to sneak up behind a target to within striking range then spend 3 turns evaluating while standing behind them (still hoping not to be detected) and then launching a telegraphic attack and AoA:D, I'd let them. It's a big risk. If nothing else it's a situation that removed defences from the equation (as does the zombie one) that's automatically going to effect teh balance of telegraphic attack, which main disadvantage is a bonus to defend against. As such not appropriate for judging this by. Quote:
I think it fair to say +10 is an automatic hit for a ordinary person doing an ordinary thing so anything over +10 is redundant. I.e. base stat 10, with no other mods, but that's not every instance of +10 positive mods. Quote:
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Also it's normally mutual exclusivity that prevents stacking effects. Which is why you can't do a decpetive telegraphic attack. |
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Tags |
telegraphic evaluate, uppercut, zombies |
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