04-25-2019, 12:11 PM | #11 | |
Join Date: Mar 2014
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Re: Ideas for Higher-Resolution Combat - Feedback Requested
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Since the opportunity comes from the opponent rather the player's decision, you have opponents that act in a way that tend to make sense for them, rather than in a way that "happens" to be benefitial to the players (opponents forgetting to defend their vitals more often than their less important hit locations etc.). |
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04-25-2019, 12:26 PM | #12 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Ideas for Higher-Resolution Combat - Feedback Requested
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I don't think the results are as satisfying as they are interesting. An hit that was easier than normal to land shouldn't end the fight: it should complicate it.
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04-25-2019, 01:02 PM | #13 | ||||
Join Date: Jun 2013
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Re: Ideas for Higher-Resolution Combat - Feedback Requested
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The system from the thread I linked was basically a 3-tier hit-location-based defense. You can choose upper vs lower body, a specific hit location, or a specific sub-location. I'm thinking it may be better to avoid the tier system, but allow effects to stack. First is Upper vs Lower Body - Upper being Skull, Face, Neck, Chest, Arms, Hands; Lower being Abdomen, Legs, Feet. Next is Hit Location - Head (includes Skull, Face, and Neck), each Arm (includes each Hand), Vitals (covers both Vitals in the Chest and those in the Abdomen), Pelvis (includes Groin), and Legs (both together, includes Feet). Worn items (like a talisman) might serve as a final option, although I'd typically just have that in place of a hit location. Next is Enemy - you may opt to designate a single enemy you are focusing on. Finally is Weapon - choosing this option lets you designate a single weapon for each enemy you are facing (although you don't have to choose one for each enemy). Each choice you make is +1 to defend against that, -1 to defend against whatever it didn't cover. If you do use this option, I strongly recommend giving each player (and keeping a few for yourself, for Worthies and Bosses) a "cheat sheet" that lets them readily mark what they're focusing defenses on and reference to determine bonus/penalty. Quote:
The Vitals comment makes me think it might be appropriate for the longer cooldown to be for both weapon and hit location - a character who used an Opportunistic Attack to kick someone in the solar plexus (Vitals) has to wait 3 seconds before he can attempt another Opportunistic Attack, and must wait 10 seconds before he can attempt an Opportunistic Attack that involves either a kick or a strike to the Vitals. In some campaigns, it may also be appropriate for a character who tends to use a certain Opportunistic Attack (drawing a hidden knife and shanking someone in the Vitals, say) to gain a Reputation (MA54) for doing so. Quote:
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