12-26-2014, 04:03 AM | #51 | |
Join Date: Nov 2014
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Re: Zombie Killing
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It's a pretty sloppy hack but it does what it says on the tin, killing a zombie as someone who can't use melee weapons carries a significant risk as well as a significant chance of success. The same could be applied to ranged weapons by causing them to malfunction. In all it's a dirty hack that's only supposed to stand up for as long as it takes players to find a weapon they like and put a CP in it. |
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12-26-2014, 06:42 AM | #52 | ||
Join Date: Oct 2010
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Re: Zombie Killing
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However, just because there are more zombie than PCs doesn't mean all of the zombies are close enough to attack at the same time. With Slow Zombies, the PCs should be able to play it smart enough so that when running is not an option for whatever reason, they can isolate and take down the zombies one or two at a time. Running is always ideal...even Move 4 characters will be able to outrun zombies. But sooner or later, they are going to need to get supplies, find shelter, acquire weapons, and rescue other survivors. And generally, running away doesn't facilitate any of those things. |
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12-26-2014, 07:10 AM | #53 | |||||||
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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Hitting a chair with a melee weapon outside of combat is as close to an automatic success as you can get, other factors like skill, lighting, weapon quality etc really have no bearing unless truly low. Unless you shooting at a range of a couple of yards the same is not true of even non combat range shooting. Quote:
Which was my point earlier are we talking about just positive mods being capped at +10 or all mods being capped at +10 (or modified skill 20 if you prefer). These are two very different things, and will be based on very different rationales. Quote:
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By which I mean they are diametrically opposed and cancel each other out when in equal quantities That's not true for evaluate and telegraphic. Quote:
1). They achieve the same effect in that they increase accuracy of attack, but that's an end that all positive bonuses give. There are lot's of such sources of this effect with lost of different trade offs so again that in itself is not an argument for mutual exclusivity in this combination. 2). I'd argue that Evaluate is taking the time read the target and prepare your attack. Telegraphic is increasing accuracy at the expense of obviousness. They are different which is why your argument for equivalence doesn't apply elsewhere. For example If can't make deceptive telegraphic attack (for reasons of mutual exclusivity), then why can I make a deceptive attack after evaluating (surely if evaluate and telegraphic are equivalent then Telegraphic/deceptive and evaluate/deceptive should be equivalently incompatible)? |
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12-26-2014, 08:23 AM | #54 | |||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Zombie Killing
I thought so too, then Kromm explained that it's OK. It seems consistent with what the skill covers, actually: Stealth accepts rolling at -5 for moving faster than Move 1, and that implies that it can combine even with manoeuvres like Move, or even Move and Attack and All-Out Attack (for those cases where the fast movement ends in a backstab).
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A bit of a confusion-avoider: yes, I'm advocating capping the bonus from all 'not in combat or I risk using things that I would normally use out of combat' modifiers at +10. Which is not the same as e.g. Acc, the Balanced modifier, above-skill Techniques etc. I probably said something confusing about skill 20: My intent was the idea of requiring a final modified skill of 20 before even discussing auto-successes for mêlée/shooting skills, and even so, not in a real combat. I did not want anyone to cap total bonus'd skill at 20. Quote:
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There's actually some merit in making Evaluated attacks somewhat more predictable, logic-wise, but Evaluate is a very poor choice in combat, balance-wise, already. IIRC Kromm also said that it's meant more for pre-combat situations . . . which brings us back to the sneak who comes up from behind! |
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12-26-2014, 12:47 PM | #55 | ||||||
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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Only why does the fact that you can sneak at greater than move 1 imply you can evaluate and sneak at the same time? Can I automatically evaluate and do other things at greater than move 1 at the same time? I mean if someone really wanted to I'd let them evaluate and sneak at the same time but I'd penalise both for doing two things at once. Since I can't penalise evaluate in the normal way I have to get creative with that. (maybe extra sneak penalty, maybe halve the rate evaluate bonuses accumulate) Quote:
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However if it's getting to 20 that the threshold that concerns you (and it what I'd be going with), that would indicate that the earlier example of 3xE (+3), AoA:d (+4), Telgraphic (+4), Skull (-7), Default (-5) net -1 will be well below that threshold for the average person. Quote:
Once again if the only issue getting close to the +10 threshold why is AoA:D stackable with TA (total +8) and not evaluate and TA (total +7) and yet I could stack AoA:D with Evaluate for the same total +7? Basically unless you going to forbid any combination of bonuses that go above a certain amount the maths argument isn't relevant. Quote:
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12-26-2014, 03:11 PM | #56 | ||
Join Date: Feb 2014
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Re: Zombie Killing
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12-27-2014, 02:52 AM | #57 | |
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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I actually like your spider analogy, fighting zombies is actually an odd mix of vermin/animal control and combat. |
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12-27-2014, 07:15 AM | #58 |
Join Date: Aug 2012
Location: Estonia
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Re: Zombie Killing
One mechanic that makes the head-hits available to unskilled survivors would be the buying successes campaign switch. And allowing to set aside a few CP at character creation for such purposes. Most of the time the unskilled cahracter will run and hide etc. when no other opportunity s/he can dispatch a zombie with a nice smash to the head for 1 CP held in reserve. By the next session s/he will have put a CP to buy first level in the appropriate melee weapon skill explained as gaining both confidence and experience through such decisive combat action the previous session.
(That's a really simple way to do it with available rules no tweaking needed - I still find the odds of hitting someone slow and non-defending on a head with a stick ridiculously low by the rules as they are. Actually i do find the melee defaults at all cripplingly low - the way that my hitting probability falls down when I grab a pool noodle compared to just slapping someone is just too damn unbelievable ) |
12-27-2014, 07:30 AM | #59 | |||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Zombie Killing
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The point of stackability rules seems to be that not all sums and caps are made equal. |
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12-28-2014, 02:13 AM | #60 | |||||
Join Date: Jan 2010
Location: Brighton
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Re: Zombie Killing
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Which rather goes back to my point it's the total overall situation that matters not just the a certain selection of bonuses in isolation that matter here. Quote:
And that ignoring the fact that if your doing it against some one who can actually defend and the chances will drop again (especially with the telegraphic attack, in some instances the +2 to defend will actually largely negate the +4 to hit in terms of overall success rate). Quote:
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So since it not anything to do with the total bonus, or anything to do with the total situation, why are Telegraphic attack and evaluate not inherently not stackable. Look at the other cases of mutual exclusivity (deceptive and telegraphic, defensive and committed, etc) there's not many of them but they are clearly incompatible with each other a point underlined by the fact that the game effect largely cancel each other out. In fact IIRC the other instances of mutual exclusivity aren't even in areas of stacking the same bonus. The only cap of just positive mods I'm aware of is the MOA and not relevant here (referring to to mechanical hard limit on projectile accuracy). I'd argue the +10/-10 on task difficulty is one, but that's for the overall situation. And even then I bust them in some rare case where critical failures are natural progression of ordinary failure. Bleeding being the example that comes to mind. Last edited by Tomsdad; 12-28-2014 at 06:32 AM. |
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telegraphic evaluate, uppercut, zombies |
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