12-24-2014, 07:44 AM | #11 |
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
Don't forget in one on one situations against a slow zombie, chances are you can get some evaluate's in, giving you up to another +3.
Also what's the rule about concentrating on one opponent above all else and getting a +1, am I miss-remembering? The trick is with zombies and the unskilled is to have the unskilled stack the situation. So they ensure the zombie can only come at them in one direction, or is hampered by a barricade, they attack from an ambush, they can only be attacked by one zombie at a time etc, etc. This means that any zombie encounters on the fly (surprise zombies) are that much more dangerous. Once they become more skilled they can deal with zombies 'on the fly' a bit better. Basically the biggest advantage even the most unskilled in combat office worker/apocalypse survivor has is about 8pts in IQ, and until they become a hardened zombie killing expert, it's the one they should most rely on. (It's also the one most negated by panic, so I'd play up the psychological impact of all this as well) Last edited by Tomsdad; 12-24-2014 at 08:53 AM. |
12-24-2014, 07:54 AM | #12 | |
Join Date: Oct 2010
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Re: Zombie Killing
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Thanks for suggestion! |
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12-24-2014, 08:07 AM | #13 | ||
Join Date: Oct 2010
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Re: Zombie Killing
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I just want to avoid "basic HP depletion from torso attacks" being a viable method. Quote:
And even 1-on-1, a zombie SHOULD be a threat for a non-combat expert. A threat...dangerous...risky to confront. But it's not any of those things. It's a flat death-sentence. Having to roll against skill-5 (4.5%) or skill-6 (9%) to be able to deal a killing blow to a zombie is not just "risky". It's "on the outer edge of improbable". I suppose I would feel better if it was more like a 50% -60% chance of success. Then it would be at least worth attempting. Though this particular line of discussion might be moot in light of some of the other suggestions people on this thread have made. |
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12-24-2014, 08:17 AM | #14 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Zombie Killing
In my After the End campaign, I used the MH3 "slow" zombies but added Supernatural Durability (zombies can't be stunned, or knocked out, much less feel pain in any way), lowered their HP a bit, and added Skinny (easier Knockback). Also, although they don't defend themselves, they are generally moving around, especially when attacking, and should probably invoke speed/jerky-movement penalties to be hit.
The characters were not combat-skilled for the most part, and it showed. The Players were not loving that—there were some instances of genuine frustration—but they understood why and signed off on it. For one, I think there's a tendency to think that failing to do damage this turn isn't realistic, but in reality, I expect there'd be a lot of flailing about trying to hit the skull/head and either missing entirely in the heat of the moment, or not connecting with the necessary force/angle—a "miss" doesn't necessarily mean no contact. This is counter to the typical cinematic depiction, and is why I generally allow Impulse Buys for combat rolls.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
12-24-2014, 08:18 AM | #15 | |||
Join Date: Oct 2010
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Re: Zombie Killing
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It only gives you a +1 to Active Defenses. Quote:
Yup. It comes down to being smart and leveraging your talents and imagination. And I totally agree...surprise zombies are going to be much more dangerous than zombies you have lots of time to prepare for. |
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12-24-2014, 08:32 AM | #16 | |||
Join Date: Oct 2010
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Re: Zombie Killing
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Do you think your players would have had more fun if it was easier for them to kill zombies, or do you think that would have lasted just a few encounters until it got boring and the players stopped treating the zombies as an actual threat? Quote:
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12-24-2014, 08:44 AM | #17 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Zombie Killing
All-Out Telegraphic Attacks to the skull are at Skill-1. Evaluate for a few seconds and you can get to Skill+2 or Skill+3. Against a DX-4 default, that is indeed DX-1.
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12-24-2014, 08:47 AM | #18 | |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Zombie Killing
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Moral of the story: make sure you and the players are on the same page. You can go full-cinematic or rogue-like, so long as the players understand and play along with those parameters.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
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12-24-2014, 08:47 AM | #19 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Zombie Killing
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As far as baseball bats go, though, I wouldn't give a "Combat Sport" level. Using a baseball bat as the sport of baseball intends you to do so means a two-handed grip that significantly shortens your range. This is not a good thing. One example -- and, really, a good demonstration of the hesitancy of newbies in combat -- was one of the weirder incidents in my life. Oddly enough, this took place during one of my GURPS sessions, when a player alerted us to a commotion in the street. Right in front of my house, two guys were going at it -- one with a baseball bat, one with an axe. Demonstrating the soundness of GURPS' combat rereadying rules, the pattern of the melee was for one combatant to try a roundhouse swing, miss the other guy, and then furiously backpedal while bringing his weapon back into line, as the other fellow took HIS roundhouse swing. This went on for about half a minute, neither guy connecting with the other, before the sirens sounded and they took off ...
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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12-24-2014, 08:51 AM | #20 |
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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Tags |
telegraphic evaluate, uppercut, zombies |
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