10-15-2015, 06:36 PM | #81 |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: Game Geekery - GURPS Content Posts
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10-15-2015, 07:25 PM | #82 |
Join Date: Aug 2004
Location: Los Angeles
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Re: Game Geekery - GURPS Content Posts
Thanks for the quick reply! Updated.
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10-16-2015, 07:28 AM | #83 |
Join Date: Aug 2004
Location: Los Angeles
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Re: Game Geekery - GURPS Content Posts
Doh! Landwalker, how'd you sneak in there? :)
Good points, I'll tweak a bit in a couple hours when I'm out of work. Thank you!
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10-16-2015, 07:35 AM | #84 | |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: Game Geekery - GURPS Content Posts
Quote:
Always happy to help, especially if it means contributing to a GURPS-for-Newcomers "tutorial" run. Worked examples are the best way to learn anything, and the more that are out there to refer folks to, the better. |
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10-16-2015, 09:22 AM | #85 |
Join Date: Feb 2014
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Re: Game Geekery - GURPS Content Posts
Again, great work on the New to GURPS series.
As we get to more intermediate and advanced topics, one suggestion I have is to add a bulleted list towards the top of each post that identifies what new rules are going to be covered in the example. "Intermediate Combat" is thematic but doesn't communicate content. Having the list at the front would help the reader find relevant posts later, and it would also let the reader look for where the rules will apply as he or she reads (instead of encountering the rule after it is applied). |
10-16-2015, 10:21 AM | #86 |
Join Date: Aug 2006
Location: L.I., NY
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Re: Game Geekery - GURPS Content Posts
In the example, the bandit makes an immediate HT check to avoid unconsciousness when taken to -4 HP. My understanding was that the unconsciousness roll is not immediate, but is made at the beginning of the turn of the character at or below 0 HP. Not that it makes much difference in a one-on-one fight. But a standing opponent might draw a few more attacks in a bigger melee, because you can't be absolutely sure whether they are going to fall on their turn.
I realize that this is really too minor a point to bring up in the context of "New to GURPS". I'm just checking for my own sense of getting things right. I run knockdown and stunning, and death checks as immediate upon receiving injury, but not unconsciousness from 0 or negative HP. That waits until the start of the injured character's turn. Have I been doing it wrong? |
10-16-2015, 10:59 AM | #87 | |
Join Date: Aug 2004
Location: Los Angeles
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Re: Game Geekery - GURPS Content Posts
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But Kromm weighed in on this some moons ago, i.e., "...make an immediate HT roll." Thanks, philosophyguy! Good idea, I'll see about standardizing something like that. I'm kind of "planning as I go," not always the best way. :)
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10-16-2015, 11:15 AM | #88 | |
Join Date: Aug 2004
Location: Los Angeles
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Re: Game Geekery - GURPS Content Posts
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Makes for (hopefully) clear examples, but sometimes leads to oddities like the above. ("Luckily, this bandit is Ambidextrous!") I had started writing another exchange that included using Mighty Blow for extra damage, but ultimately decided I wanted to save the 'Extra Effort' stuff for the Advanced posts. The quickest way to salvage what I already had was to just knock his HP down. I've made mention now of a previous leg wound to retcon it. :)
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10-16-2015, 11:40 AM | #89 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Game Geekery - GURPS Content Posts
Urr... unfortunately, that wouldn't affect the major wound threshold, which means the first attack would neither cripple the arm, nor cause a major wound.
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10-16-2015, 12:14 PM | #90 | |
Join Date: Aug 2006
Location: L.I., NY
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Re: Game Geekery - GURPS Content Posts
Quote:
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