05-17-2019, 04:17 PM | #11 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Boomchildren
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* You did have them just automatically go Berserk right? Quote:
Of course the color coding is on the inside... |
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05-17-2019, 04:25 PM | #12 | |
Join Date: May 2008
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Re: Boomchildren
Quote:
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
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05-17-2019, 07:11 PM | #13 |
Join Date: Sep 2004
Location: Canada
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Re: Boomchildren
Because I play in Maptools, I wrote a macro for handling that. Drop a marker token at the site of the explosion, plug in how big the explosion is and what the divisor per hex is (/3, /2, or /1) and what the shrapnel is, and it does the rest.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
05-18-2019, 12:58 AM | #14 | |
Join Date: Aug 2004
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Re: Boomchildren
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But I think they're certainly more likely to pass out than explode. Anywhere between HP 0 and HP -7, there's no chance of death, while they'll be checking every second to avoid KO. Sure, they have a good chance of staying conscious with that roll of 14-, but again, they'll be checking every turn... Between HP -8 and -16, they'll check for death – but just once. While again checking every turn for KO. And so on, as the wounds accumulate: there are many more chances for failed KO rolls than for failed death rolls. (Unless the PCs can rack up the damage quickly enough to take them to a fast -5xHP; in that case, the death explosion is guaranteed, and certainly could happen before a failed KO roll.) But whether KO is unlikely or not, I'm not too keen on it happening at all. These are demons; you stab one and it blows up, or melts, or is banished back to Hell in a puff of smoke, right? Not "it's knocked out and just lies there". . . So I rather like this idea of "blows up on death or KO". With the added detail that the things smoke and jitter at HP 0 and lower, like some cartoon bomb about to go off. (Because it will go off; about a 10% chance every second, assuming Berserk is in play.) Will have to try it out, anyway! Side to Bruno: I don't think I'd heard of MapTool. I read a bit at https://www.rptools.net/toolbox/maptool/ ; sounds really interesting!
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
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05-18-2019, 05:38 AM | #15 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Boomchildren
Quote:
Personally I like having a few Boombrats lying around unexploded ordnance style after a fight. Leaves the Characters with a choice, try to cart the unexploded munitions back for sale (possibly a lucrative sale) or leave lying around to |
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05-18-2019, 07:11 AM | #16 |
Join Date: Sep 2004
Location: Canada
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Re: Boomchildren
How unstable are dead boomchildren who didn't die exploding?
Are they difficult to transport? I had a sudden vision of an orc battering ram with dead doomchildren strapped to the front, but really it's just as fun with live doomchildren.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
05-18-2019, 01:04 PM | #17 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Boomchildren
Not clear how you do that, but live works fine.
Unsure if pentagram will contain them. I think it works better as catapult ammunition. |
05-18-2019, 03:51 PM | #18 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Boomchildren
In my campaigns?
They're about as stable as living ones (who have Berserk and a maniacal hatred of all non-Demonkind) so... not very stable. Quote:
Quote:
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05-18-2019, 08:47 PM | #19 |
Join Date: Aug 2004
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Re: Boomchildren
I like that.
So, thinking a little more about doomchildren at or below HP 0. . . . All right, so normal KO is one more way to play things. Let them fall unconscious if the dice rule it. Because, as suggested, KOed doomies could be amusing. It'd be fun to drop them from a high place onto foes massed below. Or use one as an explosive trap. (The "trigger" would likely be a scout shooting the immobilized 'child from hiding.) But even if 'children are allowed to fall unconscious, it could be fun to make them especially unstable at HP 0 or lower. Such that any good injury, slam, or fall will set one off like nitroglycerine. So before transporting a load of netted doomies to town, make sure the wagon driver knows to watch for potholes. (This idea comes directly from evileeyore's "sweating dynamite" comment.) Final thought: However one plays death and KO and explosions and all that for doomies, I'd certainly let a demon happily stab itself for an automatic explosion, in any situation where that'd let it wreak the most havoc. All right. Too many ideas. Time to pick some and play 'em.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
12-06-2022, 01:01 PM | #20 | |
Join Date: Jan 2008
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Re: Boomchildren
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On the other hand, smart Doomchild tactics include things like doing a attack with All Out Attack (Double) so they can try to hit you in the skull from your weapon side in close combat (11 or better, 62% chance, and you can Dodge at -2 but can't block and probably can't parry). Or a Move And Attack to runaround attack with a strike to your vitals or weapon hand (both 9 or better due to the Move And Attack cap) followed by a move into some other delver's hex to set up the next Doomchild so the target can't retreat out of close combat. It will get very tactical very quickly. |
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