11-08-2019, 08:01 AM | #11 |
Join Date: Sep 2004
Location: Montréal, Québec
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Re: Combat speed question
A GM’s helpfulness level goes a long way to helping with this. Offering novice players suggestions like “It’s your turn. Do you want to deceptive stab him in the vitals, that’d be 14 or less?” with a promise that you’ll backtrack a bit if your suggestions really screw them (i.e. move them somewhere with a foe in their rear arc) really improves game speed while teaching the game.
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Per-based Stealth isn’t remotely as awkward as DX-based Observation. |
11-08-2019, 02:34 PM | #12 |
Join Date: Feb 2009
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Re: Combat speed question
DFRPG monsters have high HT and can take a lot of killing. This does slow some.
The more the DM provides info 'How far is it, how big is It' etc the faster people can choose actions |
11-08-2019, 02:48 PM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Combat speed question
DFRPG heroes often have pretty high damage output. A knight with weapon master (broadsword), striking ST 2, and ST +1 (total 40 of his 60 flex points) does 3d+6 cut per hit.
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11-08-2019, 03:09 PM | #14 |
Join Date: Feb 2009
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Re: Combat speed question
Sure. And it will still take him quite a while to put down many foes. Most foes eont fail KO checks anytime soon from deceptive body blows, and he lacks the skill to combine say targeting the skull with deceptive
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11-08-2019, 03:36 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Combat speed question
Define what you mean by 'most foes'? Looking at what's intended to be a pretty tough fight, against an ice wyrm (which doesn't have a brain or vitals anyway) he can get a deceptive (-3) rapid strike at 14- (20, +5 for SM, -6 for deceptive, -3 for rapid, -2 for bad footing); if the wyrm uses a retreat real hit probability is still upwards of 50%. It will take three hits to blow off the wyrm's ice armor (ablative DR 42), another three to get it below 0 HT, at which point it's an average of 4 turns before it falls unconscious. That's a pretty long time in GURPS, but it's also a boss fight that is almost certainly not intended to be soloed.
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11-08-2019, 04:36 PM | #16 | |
Join Date: May 2008
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Re: Combat speed question
Quote:
Each one of those HT checks doesn't care about the one that came before, so also keep in mind that an average of 4 turns can easily turn out to be 8 or 10. In my experience, a monster who doesn't quit due to GM fiat or Fragile:Unnatural goes down to failed HT checks 1 time in 5, more often, the players end up softening it up and going for decisive brain blow long before body blows add up to a kill by failed HT.
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
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11-08-2019, 04:51 PM | #17 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Combat speed question
Quote:
I like the fact that DFRPG provides a variety of ways to defeat most foes; reducing HP to deep negatives isn't always required. |
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11-08-2019, 09:25 PM | #18 | |
Join Date: Aug 2004
Location: Tokyo, Japan
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Re: Combat speed question
Quote:
The rules of DFRPG will be easier to navigate than GURPS, because GURPS rules not applicable to Dungeon Fantasy genre will be absent from DFRPG books. This will make it easier to learn the rules, which should speed up combat. Last edited by finn; 11-09-2019 at 08:03 AM. |
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