08-05-2010, 02:08 PM | #21 |
Join Date: Jan 2008
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Re: No fleeing in the Fright Check Table?
Too many fear (not fright) checks can be annoying and sometimes inappropriate. You should be careful when you use them.
Best example I can think of: Returning fire. Green replacement compared to 4th combat tour veteran. While some kind of fear check maybe appropriate for the replacement in his first real combat to see if he pops up and returns fire or hides behind full cover, I don't think it would be appropriate for the veteran (baring other factors). On the other hand the reverse situation might not work in terms of needing fear checks. If the green recruit is dumb and itching for real combat. He might not think twice about fear... not imagining that the enemy is firing actually really real bullets that really hurt. The vet might sense a bad situation and not return fire, remaining in cover... but this not based on fear, but on knowledge when to keep his head down against overwhelming fire power. ~Zed |
08-05-2010, 02:36 PM | #22 |
Banned
Join Date: Jul 2010
Location: The Pacific Northwest
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Re: No fleeing in the Fright Check Table?
How does one customize Affliction: Heart Attack so that it only affects the target if they fail a Fright Check?
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08-05-2010, 02:45 PM | #23 |
Join Date: Aug 2004
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Re: No fleeing in the Fright Check Table?
You can make a Fright Check, and now utterly aware that there is something REALLY Scary and Dangerous around where you are, RUN!!!!! (well unless you're saddled with Disads that keep you from running away, but Frankly Scarlet, that's your character's problem, not the rules.
That perfectly sane response tends to be denied to your character if you fail the check. In essencse the scary thing just succeeded in htting you with a mental attack and you lose actions.
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08-05-2010, 02:46 PM | #24 | |
Join Date: Oct 2005
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Re: No fleeing in the Fright Check Table?
Quote:
Or do you mean an Affliction that doesn't take effect until the victim next fails a Fright Check? |
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08-05-2010, 02:50 PM | #25 | |
Join Date: Aug 2004
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Re: No fleeing in the Fright Check Table?
Quote:
*my guesstimate on it's value.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. Last edited by Captain-Captain; 08-05-2010 at 02:54 PM. |
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08-05-2010, 03:43 PM | #26 |
Join Date: Jun 2007
Location: USA, Arizona, Mesa
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Re: No fleeing in the Fright Check Table?
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08-05-2010, 03:45 PM | #27 |
Banned
Join Date: Jul 2010
Location: The Pacific Northwest
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Re: No fleeing in the Fright Check Table?
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08-05-2010, 03:57 PM | #28 | |
Join Date: Jun 2006
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Re: No fleeing in the Fright Check Table?
Quote:
It's also important that the first couple times the players do retreat that you make sure it *works*, even if logic is against it. If they flee and you have the enemy charge and cut them down from behind, negating most of their defenses, they're never going to try it again. Much the same applies to surrendering, which players also sometimes need to be coaxed into recognizing is a valid option.
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-- MA Lloyd |
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08-05-2010, 04:19 PM | #29 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: No fleeing in the Fright Check Table?
Echoed. One of the best recent action scenes in my modern-day spy campaign involved the PCs fleeing a fight in all kinds of creative ways . . . and it working, and nobody getting captured or hurt. Actually, several recent scenes have gone that way. If fleeing what's obviously a serious threat is (1) possible, (2) encouraged by the GM, and (3) supported by less pain than not fleeing would cause, players will opt to have the PCs run away. Not that being forced into action by duty or a locked door shouldn't happen, but that shouldn't be the norm. In said campaign, I'd estimate that about 40% of conflicts can be avoided by running away, 40% can be tackled by ambushes by the PCs, which tend to blow out in the heroes' favor, and 20% are unavoidable attacks.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
08-06-2010, 10:01 AM | #30 | |
Join Date: May 2007
Location: Verona, Italy
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Re: No fleeing in the Fright Check Table?
Quote:
So, you're turning the margin resulting from the quick contest directly into penalties to combat abilities? Is this expanded anywhere?
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