02-06-2018, 03:00 PM | #21 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dungeon Fantasy GURPS dps (standards?)
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That same 5 FP will take out 28 close formation goblins and then have area denial for a 3 hex radius. Quote:
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02-06-2018, 03:10 PM | #22 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dungeon Fantasy GURPS dps (standards?)
If the plan is to allow a knight to efficiently chop through a swarm of minion-class foes, it's often most efficient to just make the knight invulnerable so he can all-out attack at will; Armor and Blur tend to be good here.
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02-06-2018, 06:02 PM | #23 | |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavķk, Iceland
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Re: Dungeon Fantasy GURPS dps (standards?)
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I did ask the GM if his dice had numbers higher than 3 on them. |
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02-06-2018, 06:14 PM | #24 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Dungeon Fantasy GURPS dps (standards?)
Zombies using tactics would retreat on every dodge (increasing defense to 12), though this does usefully let you force them to back up. Mindless zombies will generally all-out attack making dodge irrelevant (hm. The zombie on Bestiary 62 has the option of flail skill. Zombies with morningstars seem like a very fine option for thumping on melee types).
Last edited by Anthony; 02-06-2018 at 06:24 PM. |
02-07-2018, 02:15 AM | #25 |
Join Date: Aug 2004
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Re: Dungeon Fantasy GURPS dps (standards?)
Right. In some other system, doing 2d twice per turn is just as good as doing 4d once per turn. In Gurps, the latter is vastly better: with DR in the 2-10 range, you end up causing vastly more injury. And what's more, you usually don't take enemies out just by getting their HP to zero or negative multiples, you do it by crippling and causing Major Wounds, which lead to knockdown and stun. And those depend on hitting a threshold with one blow. (That being said, two attacks for 2d each does have the advantage of the second blow likely facing a lower Active Defense, and of course you could take out two weak enemies in one turn. But I'd say it's a rare case in which those pros outweigh the cons.)
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02-07-2018, 05:38 AM | #26 | |
Join Date: Sep 2004
Location: Canada
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Re: Dungeon Fantasy GURPS dps (standards?)
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You also can't forget to factor in critical hits (and misses!). Just by bypassing defenses, critical hits significantly increase your DPS. Single target DPS should be factored entirely separately from Area DPS - MMO players already know to do this. DPS based on DOT (damage over time) effects (acid, fire, poison) also needs to be adjusted for the fact that DOT effects generally bypass the to-hit-and-defense part of the attack, meaning the effective DPS is higher. DOTs also let you go off and attack someone else while the first DOT is still ticking, or still get your damage in if you can't attack (are running in terror, are dead at the time, etc). Individual DOTs may be marginal, but when you set all 40 horde zombies on fire, suddenly 1d-1 per turn is really big. DPS numbers are useful, but ultimately you have to take into account that e.g. targeting hit locations on enemies can render them harmless without dealing large amounts of damage - and that's really the point of combat in GURPS. DPS to HP/HT ratio is a "time to KO" count, but if you cripple the guys weapon arm and they surrender, or if you Intimidate them into leaving you alone completely, or you petrify them (zero damage!), that's also a "kill". Monsters in GURPS do things like run away, alerting other monsters, without having to be "special" chaining monsters.
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02-07-2018, 12:11 PM | #27 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Dungeon Fantasy GURPS dps (standards?)
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Quote:
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02-07-2018, 01:00 PM | #28 |
Join Date: Aug 2012
Location: Northeast Kansas
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Re: Dungeon Fantasy GURPS dps (standards?)
I've found that in GURPS it's really best to think of these things more in terms of having niches covered.
A swashbuckler with a level of extra attack, who on each round puts out three well-aimed deceptive stabs at vitals or eyes for 1d+1 is infinitely more useful against the horde of Goblins than the barbarian who puts out 4d+5 with a maul each turn. But when you fight a DR6+ creature, especially one with nictitating membrane like a dragon, or a creature with homogeneous that barbarian gets a chance to shine, while the swashbuckler is basically useless. You want to make sure that you have an effective way of dealing with large groups, and an effective way of dealing with strong individuals. All assuming your GM is actually mixing up what you're fighting. |
02-07-2018, 01:31 PM | #29 | |
Join Date: Jul 2008
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Re: Dungeon Fantasy GURPS dps (standards?)
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02-07-2018, 03:43 PM | #30 |
Join Date: Aug 2012
Location: Northeast Kansas
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Re: Dungeon Fantasy GURPS dps (standards?)
I was deliberately highlighting a broad spectrum. I went into a dungeon with a group exceptionally well prepared to deal with fodder, but no one capable of 3d in a single attack. It's good to make sure both of those extremes are covered in a typical dungeon. But fair enough, I was a bit extreme. And armor chinks are only good if the DR comes from armor.
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