02-27-2016, 07:45 AM | #121 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
I really like how you dropped most of the disads off and how you added more variety of troopers. That is cool.
I think you got the unarmed / rifle butt damages somewhat awry due to copy pasting, especially on the recon guy, but I would check over those |
02-27-2016, 08:36 AM | #122 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
You note on the catgirl I made I gave her Night Vision when I did it freehand!
I'm not sure whether you can Shield Rush with a Force Buckler, I mean, bucklers are specifically forbidden from making Shield Rushs (pg 408 of Campaigns) And he is still parrying after a move and attack, which we discussed on first playtest Hmmm, actually! If we use the optional rule on pg 107 of Martial Arts, he CAN parry, he just can't block! Since he hit with his shield arm. Thats a cool optional rule I'm not sure about parrying missed attacks . . . his parry is now much lower though since he has already parried twice Blowing up the grenade was fun, and she could have just as easily have killed him outrigbt so why not Leylana killing the guy was funny, and I could totally see it happening in a movie, but I have utterly no idea how I would DM such, I mean, how does she hit him in the face when she is behind him? I have no idea! I probably would have randomly added an extra -2 or something, since skull is -7 from front, -5 from behind, so face is -5 from front, should be -7 from behind? Anyway, I am fairly sure Tactical Shooting allows Telegraphic Attacks at 'can actually touch' range, which is good for surprise attacks from behind . . . but again, here we are attacking from behind at a front hit location? Weird Where is the rule bucklers can only block once? I can remember 'shields can only block once' and from Martial Arts, 'shields iterate at -5', but I can't remember a buckler distinction. Dun also would really love to get Weapon Master damage bonuses sometime, that would result in happiness, joy, and Star Wars style chopping even the cooler shinier types of battle droids in half in a single blow! I liked the shield, it was cool. House rule territory, but for my Primus Republic Campaign setting (Pseudo Fantasy 'I Can't Believe its Not Rome, if Rome had Airships and Guns and Things, Okay Yeah, it is Easy to Believe its Not Rome Now, but theres togas and recipes from Apicius and Mars and Minerva and such so there we go') which I've run a few campaigns in of different types one of the Things of Awesome was I wanted folks to be able to block gunfire with scutums (because scutums are Things of Awesome for Faux Fantasy Rome), so I allowed it with a perk. I also allowed 'Super Ranged Deceptive Attack' which DID work vs shields with a perk to. So epic shieldmen could stand tall against gunfire, and epic bowmen/gunmen could also drop shieldmen etc The Primus Republic also involved the first use of Manasabres (technically they should have been Manaspathas or something, but Manasabre is pretty much the term we use for magical 'I can't believe its not a lightsabre') (based off Kuroshima's writeup in this thread http://forums.sjgames.com/showthread.php?t=123386 ), and they worked fine! I allowed them to be instantly useful on a fast draw so you could have Manasabre Iajutsu Here is a thread where you can see some discussion on blocking gunfire I started http://forums.sjgames.com/showthread.php?t=90737 There is actually a Precognitive Block skill and a Force Sword / Force Buckler sword and board style in Pyramid 09 - Space Opera I liked that you rolled dodge, even though here it didn't actually make a difference . . . but it does establish the precedent that maybe in the future some dodges might happen and maybe deceptive attack wouldn't be a bad goal in the future What is the point of them having armor if not to force people to shoot at weak points (or use hefty weapons suitable for hitting like a space going truck)? They die on one point of damage, so . . . if sidearms can knock through their armor easily they could just wear tshirts. Modern US military armor can stop a standard rifle shot cold if the shot hits the armor, and much non military armor can stop sidearms. I did notice that against the heavier weapons the armor wasn't so effective Since this is Psi Wars, and we expect Psi to be a thing, an amusing note that does in some cases justify heavy armor / weak weapons. When I was playing X-Com, the final mission (this being the old DOS X-Com) has you up against a slew of mind controlling enemies. So my eventual solution after seeing my own guys massacre there buddies constantly was to A - put everyone in power armor, and B - Give everyone laser pistols. Now my guys weren't able to kill each other, and could still (though needing much more shots than with the heavier weapons) kill the enemies. The enemies who were busy mind controlling my guys and having them harmlessly zap each other |
02-27-2016, 11:39 AM | #123 | ||||||||||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
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But I think we should change things to allow him to parry beams. But that's something I talk about in the next iteration (Also, because we're using Action rules, if we absolutely decided not to use the optional rule, he could STILL make a heroic charge and ignore the move-and-attack limitations) Quote:
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I didn't like how low her roll was. If Telegraphic attacks aren't an option in tactical shooting, I'll add them in Iteration 4. I had been thinking about the same solution, in fact, and I expect you'll see a lot of gunplay-in-melee in a game featuring both blasters and force swords. Quote:
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I'd envision a scenario where an assault trooper wears a hardsuit, and a typical rifleman or a sniper wears something lighter. Quote:
Given that players will actively use their psi to solve problems, when I get to that iteration, I'm going to need to think carefully about how it impacts gameplay, knowing that players will actually use it. The result will certainly feel different from the more cinematic force. You'll get things like dueling precogs and paranoid mind-shielding strategies and such, which is as it should be in my opinion.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 02-27-2016 at 11:42 AM. |
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02-27-2016, 11:53 AM | #124 | |||||||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
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Similarly, they have an option for Shortsword, which isn't immediately obvious to you, but that's for the neurolash baton, another way of bringing in someone alive. Quote:
What I've done in Iteration 2 is broaden them out to have more room to move, and made sure they cover enough necessary bases, and they do. You won't go "But you're missing this in the template." But now I need to ensure that they're really good at what they're good at, and not good at what they're not good at, and carefully articulate what those things are. Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 02-27-2016 at 12:43 PM. |
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02-27-2016, 12:15 PM | #125 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: Mailanka's Musings -- GURPS Content Post
As I posted on your blog, it is so good that I would pay for it.
One thing I hope you are doing is keeping track of the oddities that you may want to change in a final iteration, like the strange rule that force bucklers can't Block blasters.
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02-27-2016, 01:48 PM | #126 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
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There's also a lag in release. I'll be discussing something now ("Isn't it weird that force bucklers don't block blasters?") but I'll have actually already done my homework and research and noted it later on. For example, spoiler alert: In the Gear section of Iteration 3, I've already upgraded the force buckler to the reflective force buckler, because shields in Star Wars (especially those in the video game) bounce beams. It also makes sense that if a force sword can bounce beams (being a sword made out of force wards), then a force buckler should be able to do the same and they should use the same mechanics, so obviously the Force Buckler is reflective... but despite the fact that the force buckler clearly has rules for bouncing beams, it has no way of actually blocking them, thus doesn't work. Answer: You can block beams with a force buckler. Obviously. That's clearly the intent of the rule for the reflective force buckler. Yes, it's highly cinematic, but as slowly as beams move in star wars (and thus psi wars), it fits with how players see things. They won't think twice about being able to block a beam with a shield. Likewise, I've already made most of the proposed modifications for the Bounty Hunter, it's just that the template won't drop until sometime in... early May, I think (Iteration 3 is huge). And when I'm not making posts like that, I have 6 folders worth of material that I'm sorting through, and that's one reason for this project: To turn the piles of notes and files that I generate when I'm thinking and tinkering into a finished, semi-edited, readable work that other people can use, so that when someone says "Oh man, Mailanka, your Psi-Wars campaign sounds awesome, can you show me your notes?" I don't stand there stammering apologetically about how messy a GM I am.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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02-27-2016, 01:56 PM | #127 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
Well, Dual Weapon Attacks are all cool and shiny, and you mentioned it, and dual wielding catgirls just sound cool . . . . however, it is not just the lack of DWA (which really, does not often make a lot of sense, cool as all get out, but sense?), but why not use rifles? I mean, if you force me to imagine a bounty hunter, I picture somebody with a TactiCool to the max AR-15, sure he has a sidearm as a backup, but thats not his main thing
If a cop is going to actually go in and serve a warrant and arrest someone, he often gets his rifle out of his car and goes in with his buddies if the suspect may be dangerous (and our Space Bounty Hunter isn't going after some boring old failure to appear for traffic court) Sidearms are for - A - backup when you aren't actually planning to schedule a rumble, much like swords actually. You can wear your pistol / sword as you go about your daily business B - for cool Gun Fu, because sidearms are the American equivalent of a katana or arming sword, they are the thing which Heroes of Justice / Evildoers wear which shows they are Real Warriors TM as opposed to unarmed peasants. In which case, two pistols can be far cooler than one C - If you can't carry a gun openly, for instance, if you are not a proper Hero of Justice and the cops would come down on you. Bounty Hunters however tend to be decked out in all proper TactiCool getup with 'BOND ENFORCEMENT' in big letters when they get the guns out and move in, and frequently communicate with the local constabulary so as to avoid this problem of being mistaken for badguys. Or they operate in lawless frontier type areas where carrying a rifle to the local grocery store is no big You don't let them focus on two pistols and you don't let them focus on a rifle. This is an issue. Also, the bounty hunter isn't very strong. Strength is a big thing for succeeding in wrestling matches. And since stun weapons exist, why not stun the target with your weapon? I'm not sure what the rules are offhand for switching between settings, but if it takes a ready, then Bounty Hunters need the Lightning Fingers perk from Tactical Shooting pg 39 to switch settings between stun and lethal readily. pg 25 of Tactical Shooting has rules for touch distance gunplay, including Telegraphic Attack, but they don't call it telegraphic attack (I don't know why not, what is +4 to hit, +2 to defend if not telegraphic attack?) Limited gunslinger is from this forum post http://forums.sjgames.com/showpost.p...3&postcount=10 It also is on pg 16 of Gun Fu under 'Gun Rack' I certainly normally think of a bounty hunter working for an employer . . . I remember the Star Wars Bounty Hunters Guild, and Stephanie Plums cousin Vinnie. http://starwars.wikia.com/wiki/Bounty_Hunters'_Guild Or on the bounty hunter catgirl topic, the main character of Hyper Police is a bounty hunter catgirl who works for an employer (for at least part of the show) https://en.wikipedia.org/wiki/Hyper_Police So not saying its a requirement, but it seems like a reasonable option to have listed on the template as a choice Heroic Charge, pg 131 Martial Arts specifically notes 'Likewise, you’re still subject to defensive penalties (no parry or retreat).' I'm not sure how much cover would make a difference, but I would be interested to seeing more of it in play. I mean, your face needs to be exposed to shoot, cover doesn't penalize shooting at exposed targets, Kendra has already been shooting them in the face . . . so? Leylana shooting someone from behind in the face . . . is still . . . really hard to wrap my mind around how that works. What is tapping someone on the shoulder to get them to look at you? Some kind of deceptive attack? Really, it is cool, but it is something I have no idea how to DM. I have no particular issue with her roll being that low, I mean, its a face shot and she isn't Carlos Hathcock, but the part of Tactical Shooting I mentioned could help. I can assure you that were such a thing to be attempted at my table it would probably result in 20 minutes of rule diving, a all hands on deck rules discussion where we tear through all the books we have, and a forum post, and then I let it work because its funny and I have no idea how to adjudicate it probably As for armor, I am not sure I agree . . . . you want to wear armor that will hopefully stop enemy attacks. Modern body armor for soldiers stops rifle attacks, modern body armor for cops stops pistol/shotgun attacks . . . Vietnam era armor often did NOT stop rifle attacks, and often soldiers didnt bother wearing it A M4 carbine round being stopped by Interceptor body armor seems perfectly okay to me Kendra being forced to use superior skill to make called shots, Dun being forced to close to melee to hit like a truck, and Leylana being forced to use sneakiness in order to kill armored foes? I think that sounds fine However, I am very much cool with their being lower tiers of enemies that wear less armor and such. That was one issue with WEG Star Wars d6, Stormtroopers, supposedly the elite of the Empire, are goblin grade cannon fodder that level 1 characters can win a rumble with. So in order to challenge PCs as they get more powerful 'Oh look, you run into . . . . Super Purple Palette Swap Stormtroopers!' That is actually an issue with Star Wars type stuff . . . . I mean, the heroes obviously want to fight Stormtroopers . . . but how do you handle PCs leveling up? I mean, in fantasy you go from 'you fight big rats and goblins' to 'you fight orks and ogres' all the way to 'you fight deities' etc, very nice progression My generic low tier Space type enemies are gangs of goons armed with an assortment of cheapy AKMs, Sten Guns, and Mosin Nagant knockoffs fresh from somebodies garage 3d printer, usually wearing no armor, or people wearing last TL castoff armor and bearing last TL castoff weapons at best. |
02-27-2016, 02:01 PM | #128 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
The Force Buckler thing is clearly an issue I have with Star Wars as well . . . . here these Gungans are with these sweet sweet shields that reflect everything. And . . . . noone else uses them? Seriously, shieldmen seem like they would be a THING.
My 'solution' from the Primus Republic campaign was that 'shields can be used to block guns, but you need some mininum level of coolness in the form of a perk to do it, so its for cool peoples, not riffraffs' If you fight a squad of Priman Republic Legionaries drawn from the 1st Cohort of the Legion, then sure, you totally expect those guys to be doing sweet awesome things with the shields. Some ork rabble? Not so much. Some Named Ork Chieftain? Sure! The Precognitive Parry option from Pyramid 9 kinda works on that principle of 'mininum coolness quotient and buy in needed' |
02-27-2016, 02:20 PM | #129 | |||||||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Mailanka's Musings -- GURPS Content Post
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Second, boba fett is a terrible bounty hunter. A good bounty hunter arrests people, he doesn't kill them. A sniper kills people. The point of a pistol is that it can be holstered and drawn relatively quickly, while a longarm is harder to quick draw. It's also less wieldy in the close-in circumstances that will happen when you go in to get someone. That's almost inevitably close-in quarters, usually urban conflict. In those circumstances, people tend to carry shotguns, carbines and pistols, not rifles. Third, a bounty hunter walks the mean streets of crime. Getting a pistol on the street is easier than getting a rifle, and it's also easier to use. A bounty hunter is going to get into bar fights, or have negotiation with crime bosses that go south, or get jumped by thugs in an alleyway. These are all situations where having a pistol is a better choice than having a rifle. Your typical D&D rogue carries knives and shortswords rather than spears for similar reasons. Finally, as you note yourself, the pistol is typically flashier and more cinematic than a rifle. They are the katana of the gunplay world, and psi wars is cinematic and flashy. When you combine it with all the reasons above, the bounty hunter as a pistol-slinger makes a lot of sense, and looks right. That said, I do have the option to learn the rifle in the next template, along with reduced hand-to-hand (but the option to improve it), and things like shortsword, or the ability to go nuts with pistols. But pistols will remain the default and prime skill of a bounty hunter, in part because we're already seeing the bounty hunter as a pistol character, and in part for the reasons I have stated. There are rifle-wielders. Commandos, for example, start with rifles and the recon character is a full-on sniper (though don't look too closely at the Iteration 2 commando. I just gave them a good once over for Iteration 3, and my goodness did they have problems. Fixed now, though). I can see the assassin with them too, but I'll probably go for melee instead, because the typical Star Wars assassin seems more like a ninja than a sniper, and to keep combat close up, that might fit best. EDIT: It should also be noted that Star Wars bounty hunters are much closer to hit men than they are to actual, real-life bounty hunters. The Psi Wars bounty hunter, especially since its initial inspiration was the Space template, is much closer to an actual bounty hunter than a hit man, though they're more gunslinger-y, I think, than either. Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. Last edited by Mailanka; 02-27-2016 at 02:32 PM. |
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02-27-2016, 02:45 PM | #130 |
Join Date: Feb 2009
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Re: Mailanka's Musings -- GURPS Content Post
As a note, while I am of course open to having my mind changed, I think that the step by step discussion is at least as interesting, if not more interesting than whatever the final product will be (not that I don't expect the final product to be cool, but well, I expect most of the target audience has seen LOTS of various and sundry 'and here we have a campaign setting', but seeing the campaign setting actually being built, with reasons for it and such, and being able to actually ask questions of the author, that is awesome)
So I certainly would love to see more 'hoods off, this is why I did this' stuff alongside what you actually did . . . . I mean, I may or may not agree with what you did, or why you did it, but it is a waaaaaay better 'teach a man to fish' exercise the more examples of the actual fishing and not just the resultant fish you can see This is actually an interesting enough thread I am willing (within reason) to do actual homework assignments that are challenged such as 'make a character using template' or 'answer why I am not using these cinematic rules' And I have even started using some of the more cinematic notions due to the discussion, old dogs / new tricks not withstanding Anyway, so don't feel pressed to go straight to 'and heres the finished product' stage on my account. I am way more interested in seeing the evolution of a template and reading explanations of how/why the template was made than I am in just seeing a finished template etc I probably just come across as impatient because its exciting and I want to see more! |
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blog, blogs, determined attack, telegraphic attack |
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