06-01-2009, 10:10 PM | #31 | |
Join Date: Aug 2004
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Re: "Save or Die" effects in GURPS.
Phasers may usually instantly kill (on certain settings), but they don't tend to be all-or-nothing, they are much better modelled as massive-damage weapons than as Affliction weapons except for the stun effects (and even some of those might work better as fatigue damage attacks.)
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06-01-2009, 10:22 PM | #32 |
Join Date: Nov 2006
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Re: "Save or Die" effects in GURPS.
I think save or die is pretty easy to do in GURPS. You have your character roll vs. HT and if it succedes then the character survives but if the character fails then it will take 100d cosmic damage.
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06-01-2009, 11:19 PM | #33 |
Join Date: Jan 2005
Location: Vienna, Austria
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Re: "Save or Die" effects in GURPS.
One answer is: Make it so. To take, for example, a leaf out of Mrs. Rowlings Harry Potter series, Avada Kedavara would invoke exactly a save (in this case, Dodge) or die condition. Since that murderous spell can be easily regarded as Missile spell, you got to dodge or you will die. And if you don't see it being cast, it's a save and die condition, as our AD&D2 gaming group would be likely to say...
Another answer is: Since (A)D&D#.# combat rounds are still longer than GURPS ones (I don't know about D&D4), follow-ups and ongoing effects may achieve the same thing. They have a nasty tendency of costliness, though. |
06-12-2009, 08:48 PM | #34 |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: "Save or Die" effects in GURPS.
Since one can "build up" a resistance to iocaine powder, it must not be lethal in all quantities at all times ....
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“It's not railroading if you offer the PCs tickets and they stampede to the box office, waving their money. Metaphorically speaking” --Elizabeth McCoy, In Nomine Line Editor Author: "What Doesn't Kill Me Makes Me Stronger" |
06-12-2009, 09:25 PM | #35 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: "Save or Die" effects in GURPS.
Instead of trying to support the side that wants instant death effects, we have people saying they really aren't instant death. Funny, huh?
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06-12-2009, 09:54 PM | #36 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: "Save or Die" effects in GURPS.
Well, yes. The usual argument in favor of instant death is that you need it to emulate fiction. The counterargument is that instant death, for protagonists at least, is not really fun, in RPGs or in more standard fiction. Examples are then produced demonstrating that even supposedly "instant death" effects are pretty much never applied to heroes - somehow, no matter how instant a death is supposed to be, a stalwart hero can fight through and resist.
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06-13-2009, 05:57 AM | #37 |
Join Date: May 2008
Location: CA
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Re: "Save or Die" effects in GURPS.
Yeah, yeah - but that can be done by having a resistance roll, and have anyone who wants there to not be a resistance roll against their version of the 'instant death' power take 'Cosmic: No Defense Possible' or whatever it's called for +300%.
I see no reason to not have a 'save or die' effect in GURPS other than Heart Attack. |
06-13-2009, 06:18 AM | #38 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: "Save or Die" effects in GURPS.
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06-13-2009, 06:44 AM | #40 | |
Join Date: May 2008
Location: CA
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Re: "Save or Die" effects in GURPS.
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And yes, I know there is no RAW 'save or die' effect other than Heart Attack. I think one is called for, though. |
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combat, rules |
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