10-23-2016, 09:05 AM | #11 |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Rules and hints for improvisation and creativity in combat situations
Also a nice interesting idea, using AoA:Strong to work with a skill like brawling if I got you right... Seems to fit :)
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10-23-2016, 09:06 AM | #12 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rules and hints for improvisation and creativity in combat situations
This seems like a great place for Player Guidance or the Serendipity advantage. "None of my weapons can hurt this slug without it killing me. I make a run for it, but I want to use Player Guidance (or Serendipity) to find something that does".
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10-23-2016, 09:15 AM | #13 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Rules and hints for improvisation and creativity in combat situations
One thing I do is turn the dials in a combat of gritty/realistic vs. cinematic/larger than life. Say I want to make bleeding relevant to a combat. I decide that the Bleeding rules are in effect until the end of the scene and suddenly a normally cinematic game becomes a bit more scary.
You can do this with any optional rule - even cinematic ones. It makes things a LOT more interesting.
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10-23-2016, 09:31 AM | #14 | |
Join Date: Jun 2013
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Re: Rules and hints for improvisation and creativity in combat situations
Quote:
You could do something similar with falling-object damage. Dropping a wardrobe on someone from 10 yards is 5d. Dropping a car from 50 yards is 15d. You'd think multiplying the weight by 24 and the distance by 5 would... well, never mind the scaling, you've got some values, and if you interpolate based on them, you'll be close enough. |
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10-23-2016, 09:32 AM | #15 |
Join Date: Jun 2013
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Re: Rules and hints for improvisation and creativity in combat situations
Absolutely. If you want this to be a normal occurrence, throw Serendipity at everyone.
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10-23-2016, 09:42 AM | #16 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rules and hints for improvisation and creativity in combat situations
I would be more inclined to allow Player Guidance as an option and make Destiny Points mandatory before I made Serendipity Points mandatory. Serendipitous-guy is much more niche, IMO.
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10-23-2016, 11:15 AM | #17 | |
Join Date: Feb 2014
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Re: Rules and hints for improvisation and creativity in combat situations
Quote:
However, let's say that you play a game in which you require unconsciousness checks. In that case, lethal damage is 60 HP for an average human (10 HP plus 5x10 HP below zero). 12d is about 42 damage on average - not quite automatic insta-kill, but pretty close and certainly enough to threaten death with all the saving throws and penalties required. So, if your mental image of the stone is "heavy enough to kill someone," then 12d is a fair estimate. In my ballparking damage post, I used the GURPS log progression up to 15 damage. The next steps would be 20 damage (6d), 30 (8d), 50 (14d), and 70 (20d). Anything in the 30-70 range (or 8d to 20d) could credibly threaten death in a single impact. |
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10-23-2016, 12:30 PM | #18 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Rules and hints for improvisation and creativity in combat situations
Quote:
Compare that to the rule that allows an opposed Tactics rule before the battle to get your side re-rolls (Martial Arts, p. 60). That one has to be done before the fight begins, but it potentially gives a lot more "point-equivalents" (I think treating a use of Luck, which is what each re-roll effectively is, as worth 1 point is pretty reasonable), and they can be transferred to anyone on your side, too. |
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10-23-2016, 12:52 PM | #19 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Rules and hints for improvisation and creativity in combat situations
Quote:
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10-23-2016, 02:55 PM | #20 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Rules and hints for improvisation and creativity in combat situations
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Tags |
combat, creative, fight, improvise |
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