05-19-2019, 09:38 AM | #21 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: The Utility of High Combat Skills
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For Regular Contests, B349 tells us to reduce high scores to speed things up. Your suggestion is roughly what is suggested when both scores are 20+.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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05-19-2019, 09:41 AM | #22 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: The Utility of High Combat Skills
BS, p 171, a roll of 17 or 18 is automatically a failure with any skill roll.
So you take penalties to any skill above 16 to get extra benefits. If you abandon the rule of 16, each miss (a roll of 18) is automatically a critical miss. So high-skilled character can never fail without failing very.... very badly. |
05-19-2019, 10:10 AM | #23 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: The Utility of High Combat Skills
Some old blog posts of relevance.
https://gamingballistic.com/2013/02/...us-of-awesome/ https://gamingballistic.com/2013/02/...mbat-in-gurps/ https://gamingballistic.com/2013/02/...mbat-in-gurps/
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05-19-2019, 10:19 AM | #24 |
Join Date: Aug 2007
Location: Denver, CO
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Re: The Utility of High Combat Skills
High combat skills are useful in combat.
In our ongoing DF game, we have a crazy-awesome archer who can reliably use double shot to shoot both of an opponant's eyes at 100 yards. Yes, it's ridiculous, but that's the game. I think the utility is obvious. I don't remember what her skill is, but I believe it's over 30. Unfortunately, without surprise, active defenses frequently work. In melee, being able to take several levels of deceptive attack and still attack vitals, skull, or some other vulnerable area is again very useful. While ROLLING against more than a 16 is not useful, having the skill higher is good. Also consider parry. At a 20, a weapon master with combat reflexes and a non-fencing weapon parries at: 14, 12, 10 and then probably dodges. Every two points of skill gives another point of parry. |
05-19-2019, 10:42 AM | #25 |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: The Utility of High Combat Skills
At Skill-14, I can roll to hit you with 90% effectiveness and parry with 50% effectiveness. Trying to do anything difficult - "hit you in the vitals"; "rapid strike, even with Weapon Master"; "deceptive attack to reduce defenses" - is, well, difficult.
At Skill-18, I can roll to hit you with 98% effectiveness and parry with just better than 75% effectiveness. I can afford to take a 2-4 point penalty without tanking my chance to hit below safe thresholds: deceptive attack, strike to the vitals or limbs, or rapid strike (if I'm a Weapon Master). At Skill-22, I'm still getting 98% hit chance, but more options open up: hitting the face (-5) is easy, reducing the opponent's defense by 3 (Deceptive Attack for -6) can make a difference, and even if I'm not a weapon master, Rapid Strike and Dual Weapon attack are attractive options. Higher levels of skill allow combining more things: A Skill-26 Weapon Master has the same 98% chance to hit with "Rapid Strike: two attacks to the neck, using deceptive attack for -4 to hit and -2 to defense" as that skill-14 guy from the first example, whose only option without taking penalties is to swing for the torso (or a random hit location).
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05-19-2019, 02:31 PM | #26 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: The Utility of High Combat Skills
The more powerful the character, the more important forms of "soft failure" become for narrative purposes. Sense of Duty (Companions), Dependents, Codes of Honor that require protection of innocents, etc. Few foes can really harm Superman, but even a thug in an alley can threaten what Superman cares about.
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05-19-2019, 03:09 PM | #27 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The Utility of High Combat Skills
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05-19-2019, 03:28 PM | #28 | ||
Join Date: Aug 2004
Location: Los Angeles
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Re: The Utility of High Combat Skills
Quote:
Quote:
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05-19-2019, 04:31 PM | #29 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The Utility of High Combat Skills
Quote:
That's a reduction of options, which is (IMO) anathema to GURPS. |
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05-19-2019, 05:09 PM | #30 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: The Utility of High Combat Skills
That's not what Kromm was suggesting. He was merely suggesting making the reduction to Skill-16 automatic.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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