02-18-2014, 11:21 AM | #1 |
Join Date: Feb 2014
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Newb GM Questions
Hello! I'm a new gm, new to gurps. I've been endeavoring to riddle out this system, as DND has always been too complex for me. And I think I'm starting to get a handle on it, but I have a few questions.
1. Dodge/Parry stacking seems a way to elongate a game completely. I suppose Parry has some balance associated with it, as some weapons can't be parried. But, if a character just stacks a ridiculous amount of points into dodging, and they choose to dodge every single attack does this effectively make them invincible? How is dodge stacking balanced? Seems a bit odd, that a character can absolutely nail an attack roll, and then just have a dodger shrug it off. 2. How much time does each 'turn' of combat represent? I assume FP is one way to prevent matches from lasting forever. (like if two dodge specced characters are just jumping around each other all day) More questions later! |
02-18-2014, 11:31 AM | #2 | |
Join Date: Aug 2007
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Re: Noob GM Questions
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Normally Parry can only be raised by buying Weapon Skill and very high levels are going to eb expensive. If you give PCs lots of character pts expect hem to do amazing things with what they spend them on. Dodge is even more expensive than Parry since you have to buy up DX. HT and/or Basic Speed. Really abusable ways to achieve high defenses tend to involve Shields or Magic since these are the only things that grant the Defensive Bonus trait.
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Fred Brackin |
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02-18-2014, 11:33 AM | #3 |
Join Date: May 2009
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Re: Noob GM Questions
Good morning,
Dodge is really expensive, it effectively starts at 8 +1 for combat reflexes and then costs 15 points per level. So you are looking at 60 points to get a dodge of 12 (75% chance of success) and 90 points to get a 14 (90% chance of success). If a player is paying those kinds of points for abilities they should be good. A big part of 4th Ed combat is using methods to lower the victims defence, for example deceptive attacks and feints.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
02-18-2014, 11:34 AM | #4 | ||
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Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Newb GM Questions
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02-18-2014, 11:44 AM | #5 | |
Join Date: Feb 2014
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Re: Noob GM Questions
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02-18-2014, 11:58 AM | #6 |
Join Date: May 2009
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Re: Newb GM Questions
Parry is calculated as half the skill plus three.
Dodge is a quarter of you dexterity and health added together then plus three, it starts at eight for a health ten and dexterity ten character. No matter how you increase Dodge it costs at least fifteen points, whether it is Enhanced Dodge or Improved Basic Speed. If you buy four levels of heath it will cost forty points, if you buy four levels of dexterity it costs eighty points. You do get all the awesome that four levels in those stats give you as well, but you were focusing on dodge.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
02-18-2014, 11:59 AM | #7 |
Join Date: Feb 2005
Location: Austin Texas
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Re: Newb GM Questions
No Dodge is effected by your stats but as its really expensive to up stats and how much stuff you are carrying (your encumbrance) it tends to average out to be around 8 + 1 for Combat Reflexes (which just about every warrior type will take)
Dodge is base Speed/3 and Speed is equal to (Dexterity + Health)/4 so Dodge tends to be effectively low even in characters that are focused on combat.
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02-18-2014, 12:15 PM | #8 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Noob GM Questions
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Parry is (weapon skill/2) + 3, so it can get very high if a character buys a high skill, but parrying multiple attacks comes at the very least at substantial penalties. In any event, it's possible to get impressive defenses. The intended response is for attackers to use Feint and Deceptive Attack, which reduce an opponent's defenses.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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02-18-2014, 12:20 PM | #9 |
Join Date: Jul 2007
Location: Ann Arbor, MI
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Re: Newb GM Questions
Mostly what THB Co said: don't let the situation come up. Also, it's only really relevant in the situation of a stand up fight. Which the opponents will want at all costs to avoid. There's snipers, there's sneaky buggers with catlike feet and a rock to the back of the head, there's wenches slipping a mickey into the ale.
If you're hero is invulnerable, it just means the GM isn't being clever enough. Heck, one GM gave the whole party super powers, made us think we were invincible, then set us the task of breaking the devil out of Hell. You start feeling less invincible once you start playing at that scale.
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Online Campaign Planning |
02-18-2014, 12:48 PM | #10 | ||
Join Date: Jun 2013
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Re: Newb GM Questions
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Let's say we've got a character with crazy Dodge (16) and decent combat skill (14). Put him up against a skilled swordsman (skill 18), and said swordsman can first make a Feint - on average dropping dodge-monkey's Dodge to 12 - then next round take -4 to his skill (dropping it to 14, which is still most likely a success) and drop dodge-monkey's Dodge score all the way to 10, for a 50% chance at avoiding damage. As dodge-monkey likely has very limited DR, there's a good chance of a single hit dropping him. Note that dodge-monkey has invested 120 points of awesome into getting his Dodge that high, while our swordsman has spent somewhere closer to 32 points on his sword skill. Quote:
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