02-14-2018, 01:31 PM | #31 | |
Join Date: May 2008
Location: CA
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Re: Negative Hit Point effects
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02-14-2018, 02:16 PM | #32 | |
Join Date: Nov 2009
Location: GMT-5
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Re: Negative Hit Point effects
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02-14-2018, 05:51 PM | #33 |
Join Date: Feb 2018
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Re: Negative Hit Point effects
Thank you all for the insights. I think I understand much better about the options for GURPS melee combat and the results of negative hit points. I will probably use the bleeding rules at a minimum, and perhaps apply shock to consciousness rolls as well. That would mitigate high HT to an extent. Or possibly incorporate some sort of surrender mechanism. Thanks again!
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02-14-2018, 06:19 PM | #34 | |
Join Date: Jul 2008
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Re: Negative Hit Point effects
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I do recommend using it, but it doesn't seem to have much bearing here.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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02-14-2018, 07:42 PM | #35 |
Join Date: Aug 2015
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Re: Negative Hit Point effects
The idea that damage must cause death-spiral penalties is one of those "common sense says" things that don't really pan out in reality. Adrenaline is a heck of a drug - there are real life accounts of people continuing to fight after suffering mortal wounds without even noticing they've been injured.
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02-14-2018, 07:59 PM | #36 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Negative Hit Point effects
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Using SIMTAC rounds, you are normally instructed to go down and stay down when hit. When I did Stimulus Response Training they said to ignore that and fight as long as you can stand the pain. This was because there's evidence that the first way trains people to give up when they don't have to. Using the rules in Tactical Shooting for the psychological effects of combat stress and trauma goes a long way to actually making combats less about people fighting until they are burger. |
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02-14-2018, 09:59 PM | #37 |
Join Date: Feb 2016
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Re: Negative Hit Point effects
Historically, it was often the side that routed in battle that suffered the most injuries, as their giving up and running allowed their foes to cut them down without any consequences. If a unit fought valiantly, even when outnumbered and outclassed, they could sometimes force their better opponent to retreat or even rout. Even a fighting retreat was better than a rout, as individual soldiers could protect each other from opportunistic attacks.
In the case of individual combat, this plays out when characters suffers -HP. If they do not attack, their enemy only has to wait until they collapse. If they do attack, they have a chance of taking out their enemy before they go unconscious and, if they are lucky, they wake up on their foe's corpse. In fact, this is when Berserk becomes an advantage, as you do not suffer stun, wound penalties, or move penalties from your injuries. A Berserk combatant can potentially disable a dozen opponents before they collapse from their injuries. |
02-15-2018, 04:39 AM | #38 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Negative Hit Point effects
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Alternatively, you can just run off a safe distance and then walk away and leave them for dead.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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02-15-2018, 04:58 AM | #39 |
Banned
Join Date: Aug 2004
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Re: Negative Hit Point effects
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02-15-2018, 05:14 AM | #40 | |
Join Date: Jan 2010
Location: Brighton
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Re: Negative Hit Point effects
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I think given the "Do Nothing" choice specifically allows active defences I would rule you can actively defend and still count as "doing nothing". I.e "move" in this case refers to movement in GURPS terms of hexes/yards not any actual physical movement that may be required to actively defend. Their dodge is already going to be halved as is. (although retreating would count as movement). Last edited by Tomsdad; 02-15-2018 at 07:03 AM. |
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