08-22-2015, 06:33 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Tactical Consequences of The Last Gasp
"The Last Gasp" has been out for some time and I consider using it. If you have used it, what are the consequences you have seen in your games?
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08-22-2015, 06:58 AM | #2 |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: Tactical Consequences of The Last Gasp
A big non-tactical consequence is that I enjoy combat much, much more.
On the tactical side, here are a few short observations:
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08-22-2015, 07:50 AM | #3 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Tactical Consequences of The Last Gasp
HT becomes more important.
I build a lot of my combat characters around various stats. The power and advantages of an ST character are obvious, same with a DX character. IQ can work, depending on the available powers (beyond that they tend to slide into a more strategic world), but HT characters weren't really that great. Now, a character can focus on HT, on winding his opponent down, exhausting him, as a more valid, approachable tactic than before. Evaluate becomes a lot more popular. You'll need to stop, pause and catch your breath every once in a while, and Evaluate wastes your time less than other things.
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08-22-2015, 07:59 AM | #4 | |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: Tactical Consequences of The Last Gasp
Quote:
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08-22-2015, 09:39 AM | #5 |
Join Date: Oct 2014
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Re: Tactical Consequences of The Last Gasp
Would anyone happen to know how these rules affect undead and machines? Are they unbalanced due to their immunity to fatigue and action point regeneration?
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08-22-2015, 10:10 AM | #6 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Tactical Consequences of The Last Gasp
Quote:
For me I've been kinda waiting for a Zombie/Terminator game to inflict Last Gasp on my Players. In my mind that is exactly the way to represent the unstoppable, never tiring, implacable nature of those foes. |
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08-22-2015, 12:45 PM | #7 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Tactical Consequences of The Last Gasp
I would have to check the actual article, but I seem to recall that he quote from the Terminator is exactly the one that was used to illustrate why zombies and robots are really really scary when the protagonists get tired and the antagonists do not
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08-22-2015, 02:22 PM | #8 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Tactical Consequences of The Last Gasp
Quote:
The downside to fatigue is that you can get tired. The upside is that you can push yourself past your normal limits without suffering the serious damage that machines do. I'm not 100% certain that balances it, but people tend to forget the impact of that latter.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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08-22-2015, 05:28 PM | #9 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Tactical Consequences of The Last Gasp
I found poker chips and cheat sheets were a great way to keep combat moving fast. White for AP, blue for FP and red for penalties.
Plus I think the give and take of chips as they were spent or recovered helped keep people excited. Chips were practically being hurled at me when spent.
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08-22-2015, 06:31 PM | #10 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Tactical Consequences of The Last Gasp
I was reading over the rules on this, and as far as I could tell, machines loose their AP pool and are forced to buy AP regeneration to have any AP at all. (and AP is specifically excluded from being bought down). Getting 10 AP a turn makes a character scary -- and costs a TON. 1 AP a turn is actually pretty crippling -- something you'd see on a slow zombie. 2 or 3 AP probably are about equal to having the 'normal' AP pool. Its the higher levels of AP that give a big advantage.
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alternative rules, the last gasp |
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