07-11-2014, 01:43 PM | #21 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: New to GURPS and concerned about combat
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If you're using Psi in place of Magic, build powers with points, and apply the Psi (-10%) Power Modifier. |
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07-11-2014, 01:48 PM | #22 |
Join Date: Mar 2008
Location: Dallas, TX
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Re: New to GURPS and concerned about combat
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07-11-2014, 01:48 PM | #23 | ||
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: New to GURPS and concerned about combat
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07-11-2014, 02:02 PM | #24 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: New to GURPS and concerned about combat
And that hides some good advice for any GM new to GURPS: Don't worry about what it's called, look at the effects.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
07-11-2014, 02:05 PM | #25 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: New to GURPS and concerned about combat
Shields work two ways:
It's important to know the difference between Shield (a skill), Block (an active defense figured from that skill), and Defense Bonus (a bonus to active defenses for carrying a shield). Shield skill is generally used at full value only to attack – bash or rush – with a shield. The defense always uses Block, which isn't used for anything else. And DB adds to Block, and also to Dodge and Parry, but not to full Shield skill for any reason.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
07-11-2014, 02:27 PM | #26 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: New to GURPS and concerned about combat
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I'm not just talking from theory - I actually use those rules as the baseline core for combat in much of the combat in my own Dungeon Fantasy game, and I'm one of the guys who wrote the expanded combat options in GURPS Martial Arts (Kromm being the other.) You can have a great amount of fun with nothing more than those rules, plus a dribble of options added on later when you know more of what you need. I personally only bust out the fully-detailed rules when we're playing some combat we all see as epic and important and worth spending much more time for a slight increase in fidelity. That's not that often in a dungeon crawl like I run right now.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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07-11-2014, 03:24 PM | #27 | |
Join Date: Feb 2014
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Re: New to GURPS and concerned about combat
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Which reminds me. In the first post: There are two "DR" advantages. The first is Damage Resistance (DR) which is subtractive from Damage before applying wounding modifiers. The second is Injury Tolerance: Damage Reduction (IT:DR) which is a wounding modifier acting as a divisor to any damage that penetrates Damage Resistance (DR). IT:DR (especially the high levels) is usually reserved for superheroes who can shrug off a punch that sends them through multiple concrete walls. |
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07-11-2014, 05:06 PM | #28 |
Join Date: May 2014
Location: Indiana, United States
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Re: New to GURPS and concerned about combat
Oh, I see. Yeah I meant Damage Resistance (I think I'm just used to it being called Damage Reduction, which is what it is called in D&D) : /
Thank you for the clarification there. I suppose then I need to go make sure I have a good grasp of the various multipliers then for whatever damage gets through. Additionally to a different post, thank you for clarifying the various defense types and how Defense bonus fits into that! |
07-11-2014, 05:14 PM | #29 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: New to GURPS and concerned about combat
It's pretty simple without the added complications of hit locations and Injury Tolerance. If you just use the Combat Lite rules and have humans fighting other humans, you can just remember (or look up) the basic wound modifiers. Unless you have a lot of firearms you probably won't even need most of the piercing types.
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07-11-2014, 11:28 PM | #30 |
Join Date: May 2014
Location: Indiana, United States
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Re: New to GURPS and concerned about combat
I've noticed that about the pi- pi pi+ and pi++ (if I'm not mis-remembering the classifications) that many of those involved guns. And since I'm going in for a more traditional medieval fantasy approach to tech at the moment, I'm thinking guns won't really play a role as you noted.
You're right about the general element of humans fighting humans for the most part. I want to hold off on the complexity added by Injury Tolerance at least for the first few games. (Huh, on an unrelated note this helpful post has raised a few more separate questions I might make separate posts on.) |
Tags |
balance, cinematic play, combat rules, fantasy |
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