Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-25-2018, 06:12 AM   #21
lachimba
 
Join Date: Nov 2007
Location: Sydney
Default Re: Combat question for symmetrical high-defense fights

Quote:
Originally Posted by Phantasm View Post
For reference, here is the NPC character sheet I was using.

The PC has DX 16, HT 15, Acrobatics 16, Enhanced Dodge 3, and Combat Reflexes, for a Dodge 14, with No Encumbrance. Also Judo and Karate at 18 with Enhanced Parry 3.

Both were making a lot of Acrobatic Dodges, though I tried to mix things up with parries when necessary, along with a Cloak Block against the PC shooting at the NPC's foot (we joke about the player's character having a foot fetish as she keeps shooting peoples' feet; good tactic, except when cloak + boot DR soaks damage entirely).

I remembered Deceptive Attack was a thing late in the fight, which helped later. Also, neither one of us used Feints - except during a lull in the fighting which was more of a "is this a flash-bang or a frag grenade I'm holding?" on the PC's part.


We were doing this in a dock-side freight yard, so yes, terrain was a thing we took into account. No featureless white plains for us.

So you made characters with ridiculously high defences and are unhappy with them being able to defend so well?



There's your problem right there!
lachimba is offline   Reply With Quote
Old 05-25-2018, 07:00 AM   #22
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: Combat question for symmetrical high-defense fights

Quote:
Originally Posted by lachimba View Post
So you made characters with ridiculously high defences and are unhappy with them being able to defend so well?



There's your problem right there!
Not all of my NPCs are that insane in defenses ("fish telepathy op" got tossed out by another player, though his tongue may have drilled a hole in his cheek saying it), and I didn't make the PC's sheet. Just bad luck the NPC the player chose to fight was so evenly matched.

And to be fair, I'm not the one that started complaining first (the player was), though after 3 hrs of combat on IRC with no solid hits, we decided to leave the fight unresolved. It was out-of-continuity anyway. :)
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 05-25-2018 at 07:05 AM.
Phantasm is offline   Reply With Quote
Old 05-25-2018, 07:07 AM   #23
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Combat question for symmetrical high-defense fights

Quote:
Originally Posted by Phantasm View Post
Not all of my NPCs are that insane in defenses ("fish telepathy op" got tossed out by another player, though his tongue may have drilled a hole in his cheek saying it), and I didn't make the PC's sheet. Just bad luck the NPC the player chose to fight was so evenly matched.
Okay, but...is it really a desired feature to make a fight where for legit build reasons it's incredibly hard for either side to land a hit happen in sharply compressed time? These are the kind of stats that make fighting to mutual exhaustion with nobody actually getting hit seem reasonable!
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is offline   Reply With Quote
Old 05-25-2018, 07:13 AM   #24
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: Combat question for symmetrical high-defense fights

All that being said, neither of us were using Feint options (no feints, beats, nor ruses). Next time, we'll add it to our bag of tricks.

This is my list of potential bad guys.. Pretty sure the PC in question has the highest defenses in the party.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 05-25-2018 at 07:18 AM.
Phantasm is offline   Reply With Quote
Old 05-25-2018, 07:27 AM   #25
ericthered
Hero of Democracy
 
ericthered's Avatar
 
Join Date: Mar 2012
Location: far from the ocean
Default Re: Combat question for symmetrical high-defense fights

A while back I figured out a way to quickly resolve combats that take a long time to resolve in game and wrote a blog post on it: cinematic sword play. It actually makes the combats last a little longer, and it abstracts away a lot, but it lets you roll twice and say "After 2 minutes of sword-play, you finally land a hit. Everyone else, what were you doing during those two minutes?"

The basic idea is you add your attack skill and twice your effective defense skill and divide by three, and run a quick contest with those numbers. The winner scores a hit at a random location after an amount of time determined by the lowest defense score.
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!
ericthered is online now   Reply With Quote
Old 05-25-2018, 08:43 AM   #26
Gollum
 
Gollum's Avatar
 
Join Date: Apr 2005
Location: France
Default Re: Combat question for symmetrical high-defense fights

Quote:
Originally Posted by Phantasm View Post
All that being said, neither of us were using Feint options (no feints, beats, nor ruses). Next time, we'll add it to our bag of tricks.
Yes. I don't know if it will really solve the problem (I didn't try it) but I think that with such high scores, all the possible options must be used.

Like for every other RPG, actually. As soon as the characters are outstandingly skilled, optional rules are added to make the game playable and interesting again.
Gollum is offline   Reply With Quote
Old 05-25-2018, 11:37 AM   #27
Tom H.
 
Tom H.'s Avatar
 
Join Date: Feb 2009
Location: Central Texas, north of Austin
Default Re: Combat question for symmetrical high-defense fights

Quote:
Originally Posted by ericthered View Post
The basic idea is you add your attack skill and twice your effective defense skill and divide by three, and run a quick contest with those numbers. The winner scores a hit at a random location after an amount of time determined by the lowest defense score.
I like these kind of options.

I think there is room in GURPS for an optional, more abstracted turn for simpler, faster-playing combats that can also model some of the gaps and hesitation characters would experience.

We have so many options including Mass Combat, why not Abstract Combat?

I plan to experiment with my own composite, 3-second turn abstractions. And maybe try to integrate it with an optional 12-second, long turn especially useful for inter-combat movement or both recovery and waiting behind cover.
Tom H. is offline   Reply With Quote
Old 05-25-2018, 12:30 PM   #28
Sam Baughn
 
Sam Baughn's Avatar
 
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Re: Combat question for symmetrical high-defense fights

Quote:
Originally Posted by Tom H. View Post
I think there is room in GURPS for an optional, more abstracted turn for simpler, faster-playing combats that can also model some of the gaps and hesitation characters would experience.
The chase rules in Action 2 already include such a turn structure.

It actually works fine as a general-purpose abstract combat system so long as it's mostly ranged combat.

I'd really like to see something similar for melee combat which also allows reach to be important.
__________________
My blog.
Sam Baughn is offline   Reply With Quote
Old 05-25-2018, 12:47 PM   #29
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: Combat question for symmetrical high-defense fights

Quote:
Originally Posted by ericthered View Post
A while back I figured out a way to quickly resolve combats that take a long time to resolve in game and wrote a blog post on it: cinematic sword play.
That is so nice I'm stealing it twice!
evileeyore is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:01 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.