12-28-2011, 11:01 PM | #31 |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
There's a few ways to go here:
1) Immovable Stance, so you don't fall down. Archetypally brickish. 2) Acrobatic Stand, so you bounce back up. Not brickish. 3) Fight while your down, with Ground Fighting. Problem is, you're no longer protecting the squishy. 4) Fight while standing back up, with Low Fighting. It's a cheaper technique, too. Going from prone to kneeling counts as a step, so you can do it as soon as your turn arrives. Surviving 'till then is what you have the Extra Hit Points for (or Ablative DR*). 5) Extra Attacks, which you can trade for extra steps, so you can go from prone to standing in a turn. *Not sure it's been discussed in this thread, but Ablative DR as an alternative to HP has one thing to recommend it: As the DR is whittled away, it causes no shock, stun, crippling, etc. However, against an attack which bypasses DR, it doesn't act like extra hit points. Kromm has suggested a Vitality Reserve, which are to Hit Points as an Energy Reserve is to Fatigue Points. GEF |
12-29-2011, 01:56 AM | #32 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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This is less a defence of the +2 Staff bonus and more a rant about how things are ambiguous. |
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12-29-2011, 02:03 AM | #33 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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12-29-2011, 02:18 AM | #34 | ||
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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A Flail fails in the following areas: Parrying enemy attacks (for the squishy), providing disruption (cannot sweep, not good at disarming, not good at slamming, not very versatile, cannot hook). A Flail+Shield tank is essentially a Shield Tank with a bit more flavourful offence, and less incentive to draw aggression. Quote:
Again, cool, but expensive. |
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12-29-2011, 02:54 AM | #35 | |
Join Date: Aug 2004
Location: Florida
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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12-29-2011, 09:29 AM | #36 | |
Join Date: Aug 2007
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Killing one of your enemies (or even just making him fail a Consciousness roll) is better than Parrying his attacks, Sweeping him, Disarming him, Slamming him, Hooking him or several other diversionary tactics _all rolled into one_.. The best way to conduct a fight is to end it as soon as possible. That requires successful offence. Dead (as opposed to undead) enemires threaten no "squishies". You want to draw enemies to fight you? Make yourself the biggest threat to their own immediate survival. Besides, Aldehar managed a perfectly good defense on his own with the Blink Spell as well as having some really rather affordable magic DR. Gurps does not naturally have defensive fighters who somehow draw "aggression" and there's no real reason it should have "squishies" either.
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Fred Brackin |
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12-29-2011, 09:36 AM | #37 | |
Join Date: Aug 2007
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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The best way to make sure your fighter isn't ignored is to have him kill anyone who does that.
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Fred Brackin |
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12-29-2011, 09:47 AM | #38 |
Join Date: Mar 2006
Location: Iceland*
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
Without any question, the best 'tank' in my fantasy game is also the best damage dealer.
He's a big, strong warrior wearing light, but highly magical dragonscale armour and wielding a two-handed claymore that can cut through steel like butter. Hopped up on all the right potions, he does up to 6d+18(2) cut or 3d+14(3) imp and can easily make five attacks per turn. His Parry is, I think, around 23 or so and he has DR 15+. HP 23 and Injury Tolerance: Damage Reduction 2. He has always worn a Ring of Jumping and has recently added Boots of Dragonflight to that, so he can easily shift his position on the battlefield if he has to. He has Teamwork, but not Sacrifical Parry. Most of the time, enemies tend to be forced to deal with him, even if they'd rather get to squishy casters behind him. After all, would you want him attacking your back or flanks?
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12-29-2011, 10:25 AM | #39 | |
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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But if it takes about 5-10 attacks by your primary damage dealer to kill the enemy, but only 1-2 attacks by the designated tank to disable said enemy (even temporarily), while the enemy has enough damage-dealing ability to kill your squishy wizard or the like in 1-2 attacks, dedicated tanking becomes important. Passive tanking is also important when you can't kill every enemy damage-dealer before they reach your squishy. There are many situations where a dedicated tank is unnecessary in favour in several tanky DPS characters and possibly an offtank. These situations would be commonly described as 'PVP' (combat with other Adventurers). The purpose of the thread is exploring and cataloguing advice for tanks for situations where the tank is needed. Though differentiating situations where tanking is or isn't needed might be helpful. |
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12-29-2011, 10:59 AM | #40 | |
Join Date: Aug 2007
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Re: [Technical Solutions] Complete Guide to Tanking in GURPS
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Then there's the question of "Why do you think it's easier to score with a disabling attack than a damaging one?". It seldom is. There are usually relatively normal Active Defenses and/or Contests v. all these trick attacks. None of them is a free win. Usualy, when you score with one of them you could have done damage instead. A simple ST 17 with M0orningstar is 3D+2. That penetrates basic Plate with a Major Wound even just to the Torso. My faceless hordes of squishy-hunters seldom wear Plate anyway and even Chain is only DR2 v. Cr. So it's more likely 10 pts of penetrating damage. Skull damge is much worse even if you give the enemy a DR4 pot Helm and a 2 pt Skull. Then you start adding in Weapon Master and magic and things get much harsher and very rapidly too. I don't know if some of you out there are tryign to build defensive "tanks" because you only give your fightrers ST12 or what but that is not the way to do things.
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advice, combat rules, interdiction, tank, tanking, technical solutions |
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