01-31-2017, 07:25 AM | #41 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [TS] Lack of psychological pressure and shots at people
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It also happened between two PCs in an Exalted campaign I played in (not GURPS, though). |
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01-31-2017, 07:31 AM | #42 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [TS] Lack of psychological pressure and shots at people
Wouldn't a contest of skills make more sense for a competition like that?
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01-31-2017, 07:57 AM | #43 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [TS] Lack of psychological pressure and shots at people
IIRC this was how it was handled in Exalted. But of the cases in GURPS campaigns, players tend to want their characters to show off at specific ranges, target sizes, times given per N shots etc.
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01-31-2017, 09:54 AM | #44 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: [TS] Lack of psychological pressure and shots at people
I believe you have, in the past, suggested Reluctant Killer was nearly universal and necessary to create a psychologically normal human. The counter claim made those times was that Reluctant Killer was a very extreme version of normal psychology effects, not that the effects were completely absent.
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01-31-2017, 10:00 AM | #45 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: [TS] Lack of psychological pressure and shots at people
In thinking about combat situations, GURPS rules and such, I got to thinking about the following. Maybe someone can point out solutions or maybe refine ideas presented below:
Will saving rolls: Too many, and the game bogs down. Too few, and the player characters become super soldiers. Why not make Will saving rolls require a "Quality of success" component? For every point your character missed his will saving roll, the character is required to avoid doing anything that requires a Will saving roll to engage in for that number of seconds? For any action that requires a Will saving roll, the quality of Success grants a number of seconds FREE of having to make a Will saving roll? Combat Reflexes grants a +6 bonus right? Why not make it instead, that it grants a bonus equal to the Soldier Skill/3? This way, Elite Soldiers fare better at responding to things as compared/contrasted against green troops? A Crit success with a Will saving roll might grant double bonus time, or enable a character to purchase certain advantages for their character such as a subset of unfazeable - only combat related? Perception Rolls: This is a movie influenced concept, since I've never experienced COMBAT, but know how uneasy one gets during hunting season and certain signs of shots being fired without the realization of being in the potential danger zone of unspent rounds flying nearby that didn't hit their intended targets! How does one know when a bullet is flying close enough to have likely been aimed at yourself, and how does one know that there are bullets flying nearby (such as a suppressive fire attempt) versus hearing shots being fired at some other relatively nearby target? What is the difference between the feeling of self-preservation one has before entering a suppressive fire zone, and that of the battlefield experiencing a lull because everyone has their heads down or no one sees a target - OR one is the target of an aimed shot just hoping you will poke your head around so you can be shot? The uncertainty factor that one WILL be hit, and conquering that feeling so that you can do anything effective at all, is what supposedly separates the men from the boys, the effective soldier versus the cowering soldier. The other question that comes into play... At what point does PTSD come into play? Long term exposure to combat related stress or fear of being killed under intense environments? Can a soldier who has combat reflexes, suddenly become inflicted with PTSD? GURPS CLASSIC had the definition that the difference between one category of soldiers and another, was that the one set had combat reflexes - which they gained after 7 battles. Why not make it a simple rule, that player characters who survive at least 7 distinct high intensity firefights, gain 3 points the first firefight they survive, plus 2 per subsequent firefight they survive - automatically given towards Combat Reflexes. Any time a character has a critical failure on a will saving roll while under fire during this time period, gains the ANTI-Combat reflexes disadvantage (what ever that might be construed as)? Characters who gain sufficient R&R time may in turn buy DOWN the points accumulating towards PTSD. Once they build up sufficient points towards the Anti-Combat Reflexes that they acquire it, they can only lose that disadvantage with psychiatric help. Just musing here. |
01-31-2017, 10:43 AM | #46 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [TS] Lack of psychological pressure and shots at people
I think the way to game that would be to let the course designer just pick a modifier between -10 and +10 and not worry about the specific details, as there are a lot of possible variables.
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01-31-2017, 10:50 AM | #47 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [TS] Lack of psychological pressure and shots at people
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Quote:
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Last edited by sir_pudding; 02-01-2017 at 05:04 PM. |
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01-31-2017, 12:52 PM | #48 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [TS] Lack of psychological pressure and shots at people
Quote:
It's not the first gaming issue I've seen everyone here radically change position on over the years. Though I admit to my own changing of opinions from such threads. I now understand that most humans are far more damaged by fear of what could be done to them than what they do against others.
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01-31-2017, 01:02 PM | #49 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [TS] Lack of psychological pressure and shots at people
Quote:
Quote:
Last edited by sir_pudding; 01-31-2017 at 01:05 PM. |
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01-31-2017, 01:09 PM | #50 | ||
Join Date: Jul 2008
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Re: [TS] Lack of psychological pressure and shots at people
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Quote:
Also, the non-combat rules don't give +4 for not shooting humans. They give up to +3, but each point of that is also dependent on a different fairly stringent condition.
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