01-10-2012, 09:29 AM | #21 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Hack n' slash?
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GURPS combat can be as detailed as you want it to be. This richness of detail can be overwhelming to people new to RPGs. If you find Combat Lite too much to deal with, may I recommend Combat Ultralite. TURN SEQUENCE: Go in order of Basic Speed. When your turn comes up, you may attack if you want to. You may also need to defend yourself one or more times. ATTACKING: When it’s your turn, you may make one attack-- 1. Make your attack roll. E.g. DX, Brawling, Boxing, or Karate to punch, Gun to shoot. 2. If you hit, your foe can try to defend. 3. If you hit and he fails to defend, roll for damage. DEFENDING: When you need to, choose one of the following-- Dodge: You may dodge multiple different attacks during your turn. Dodge = Move+3 Block: You may block one melee attack during your turn. Block = (1/2)*(Shield Skill) +3. Parry: You may parry one melee attack using a weapon or empty hand during your turn. Parry = (1/2)*(Broadsword, Brawling, Karate, etc. skill or DX) + 3. DAMAGE AND INJURY 1. Roll to see how much basic damage you did. Check your weapon’s stats for this. 2. Subtract the victim’s DR from the basic damage to see how much gets through. If any damage gets through DR, subtract it from the victim’s HPs. Code:
Hit Points Condition 0 HT roll to stay conscious every turn until you fall unconscious. -HP HT roll to stay alive, e.g. -10 when you normally have 10 HP. -2HP HT roll to stay alive, e.g. -20 when you normally have 10 HP. -3HP HT roll to stay alive, e.g. -30 when you normally have 10 HP. -4HP HT roll to stay alive, e.g. -40 when you normally have 10 HP. -5HP you die, e.g. -50 when you normally have 10 HP. Ensign Ginger wants to shoot a Klingon crouched behind a console 10 yards away.
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Last edited by Captain Joy; 01-10-2012 at 09:34 AM. Reason: improved formatting |
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01-10-2012, 09:53 AM | #22 |
Join Date: Aug 2004
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Hack n' slash? [OT]
I keep seeing the thread title and thinking that I should dig up my old Reboot! campaign notes :?
I always kinda liked the two goons. |
01-10-2012, 12:37 PM | #23 |
Join Date: Dec 2010
Location: Seattle
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Re: Hack n' slash?
For new players (or even complex characters) one good option is to do a bit of the math for any combinations in advance for anything the players think they'll have their characters do. This can be complex if their characters have lots of maneuvers, or relatively simple such as Neck Attack-8 (because they have skill-13 and intend to strike at the neck often) or even Telegraphic Attack: Neck-12 (given the same skill-13). A handful of such predetermined modified attacks (noting effects -- cutting attacks to the neck do double damage after penetrating DR, telegraphic attacks are +2 to defend against, etc.). That's handy.
Once you've been through a few combats, have the players look up any options they intend to use prior to their turn so that they're done (or mostly so) before they try to do something exotic. And have a standard "default" action for indecisive players (something like "Swing attack to weapon arm") or assume that they Do Nothing if they can't come up with an action when their turn comes up. After all, the player has had everyone else's turns to think about it. This is no different than enforcing such actions in DnD (nothing is less fun than someone wasting everyone's time while they decide what spell to cast, especially if they've been peppering everyone else with commentary up until their turn). I've never used the combat cards, but they sound like a good idea if they work for you, and might help enumerate what options are available in combat.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. |
01-10-2012, 01:04 PM | #24 | |
Join Date: May 2008
Location: CA
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Re: Hack n' slash?
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01-10-2012, 01:13 PM | #25 | |
Join Date: Sep 2004
Location: Canada
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Re: Hack n' slash?
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But definitely strongly recommend making sure there's a clear "Bread And Butter" attack for each PC. These are like the At Will attacks in D&D4e - things you'll do a lot that are always reasonable choices. The risk-reward ratio is decent with no special risk of loosing a limited-uses ability on a bad choice (or in GURPS, FP and other combat resources). These shouldn't be the "also ran" colourless ability like "Swing weapon at torso", it should be something decent but not-too-complicated.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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01-10-2012, 01:13 PM | #26 | |
Join Date: Oct 2007
Location: Vermont
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Re: Hack n' slash?
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I find d20 combat quite boring unless I'm a spellcaster.
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My ongoing thread of GURPS versions of DC Comics characters. |
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01-10-2012, 01:19 PM | #27 | |
Join Date: Nov 2009
Location: Oregon
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Re: Hack n' slash?
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01-10-2012, 01:32 PM | #28 | |
Join Date: Dec 2010
Location: Seattle
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Re: Hack n' slash?
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So the "default" action should be something like Attack Torso, or Wait (if there's no one immediately at hand to attack). Reserve "Do Nothing" for players who are obstinate enough to refuse a productive and balanced default option. ---- I will say this: what I did for my difficult player (with the "have me do something useful" type of action when he couldn't think of something better) was this: I'd have him evaluate the situation looking to use skills he possessed (Hidden Lore, Tactics, and Thaumatology in particular). I'd roll vs. Per-5 for him in secret, adding +1 for each turn. On a success, I'd make an appropriate roll. The margin of success would affect the quality of the suggestion I gave him, with a crit revealing something that only *I* knew was going to happen. This was a case of a player who would panic under pressure (he once had a character die because he cast yet another fire spell literally one round AFTER the bad guy had laughed in his face and told him that he had prepared for fire spells). Even his screwing off was a part of this -- he was blowing off nervous energy. Yet he was playing thoughtful characters. I used this mechanism to give him the ability to play a character with mental attributes he himself lacked. It ended up working in the end.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. Last edited by ULFGARD; 01-10-2012 at 01:38 PM. |
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01-10-2012, 01:42 PM | #29 |
Join Date: Nov 2006
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Re: Hack n' slash?
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01-10-2012, 01:50 PM | #30 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Hack n' slash?
For the slow ones I like evaluate as a default action. It makes their attack more likely to work so when they do decide they have better options and feel like it was productive time.
All out Defense if their hurt or overwhelmed is good too. But ideally they have a SOP move. |
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combat rules, gurps |
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