10-24-2016, 12:45 AM | #21 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rules and hints for improvisation and creativity in combat situations
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10-24-2016, 10:44 AM | #22 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Rules and hints for improvisation and creativity in combat situations
I'm aware of that, yes. I wasn't clear earlier, sorry - I was trying to say that I wouldn't use the suggestion in a campaign with multiple types of Impulse Buy points. I think, however, that if the campaign allows the default spending of character points for Impulse Buys, that adding one source of "extra" points wouldn't be too hard to keep track of. It's very similar to the rules in Martial Arts for Tactics, IMO - that provides free Luck, essentially, but I don't think it's too hard to keep track of those uses in addition to whatever Luck the characters have "naturally".
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10-24-2016, 12:17 PM | #23 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Rules and hints for improvisation and creativity in combat situations
Quote:
In a game, "improvise an unlikely solution in a hurry or die" is risky, because any significant chance that they won't find a solution or that their try will fail compounded across a series of adventures, and because they have to solve the problem in real time. Ways for players to shape the environment in which their players exist, such as the Serendipity advantage and spending points to create favourable circumstances, are very helpful. Serendipity is the official way for a player to say "I want there to be a chandalier within jumping distance of the balcony" or "while the bad guys are searching the parking lot, I rummage through the glove compartment and under the seats of the pickup. I find a gun right?" GURPS Cliffhangers also recommends putting cliffhangers at the end of the session, and planning several possible escape routes, so the players have time to plan a response.
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combat, creative, fight, improvise |
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