02-08-2014, 09:08 AM | #1 |
Join Date: Mar 2013
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When berserk adv. ends?
If PC with active Berserk will kill all his foes, and he will failure self-control check, he must attack bystanders or allies. And if there is nobody nearby?
Most obvious assumption for me, is that berserk ends if there is nobody in X yards range. What should be this range? And little of munchkin-proofing. If above, rest of players can safely hide or buy for himself cloaks of invisibility. PC don't see anybody, so berserk rage ends, and rest of team can safely turn visible. How deal with it? And one more question - how I can represent chance that foe hit the shield carried by a berserker? I know, there's no active defenses. But Defense Bonus should apply, this is big piece of wood, IMO there should be any chance to protect even if there is no active defense... |
02-08-2014, 09:12 AM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: When berserk adv. ends?
1. He'll rampage around for a while to look for something to kill, eventually getting tired.
2. Roll for hit location on wild swings. If it comes up shield arm, the attack hit the shield. |
02-08-2014, 09:23 AM | #3 |
Join Date: Mar 2013
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Re: When berserk adv. ends?
1. How are FP losts for running in berserk? Like sprinting? :D In random direction?
2. And if foe deliberately aiming in the eg., right arm or chest, not in random location? |
02-08-2014, 09:32 AM | #4 | |||
Join Date: Oct 2005
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Re: When berserk adv. ends?
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02-08-2014, 09:42 AM | #5 |
Join Date: Jun 2013
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Re: When berserk adv. ends?
For when it ends, I'd say if nobody is visible (or otherwise known to be in the area) to the berserker, he gets an additional Self-Control check every minute or so. Until he succeeds, he rages around, looking for something to kill.
As for shields, take a look at this thread, particularly these two Kromm posts. The former might work, but the latter may well be a better choice for the rampaging berserker (and for characters who attack All Out in general). |
02-08-2014, 09:52 AM | #6 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: When berserk adv. ends?
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Alternately, hiding from a berserker is a perfectly valid tactic, and especially if the invisibility cloaks have limited daily uses, then the PCs are expending resources to minimize the consequence of berserk. That shouldn't bother you.
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02-08-2014, 10:24 AM | #7 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: When berserk adv. ends?
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Remember, Berzerk is a 10-point Disadvantage; it is not an Advantage. Against a low-skilled opponent, or a bunch of farmers, a berzerker is a scary guy (or gal). However, against a skilled opponent, the berzerker usually dies in no more than about four rounds. Round 1: Skilled opponent with Broadsword-14 makes a called-strike swing to the weapon-arm (-2). Berzerker has no defense, so the effective skill of the attacker is 12 -- that gives a hit probability of 74.1 percent. A ST12 swordsman, which wouldn't be at all unusual, has a base damage for swings of 1d+2. A basic broadsword gives SW+1, so that raises the damage to 1d+3 (or 2d-1, if you use the dice conversion on p. 269, which I thought should have been retained from 3rd Edition; GURPS is about the bell-curve). If the skilled opponent rolls a three or better on the 1d method, there's a very real probability that the berzerker loses his hand -- and his weapon, along with it. After that, he's berzerkly attacking with a bloody stump, until he bleeds out. The good news is that, because he's a berzerker, he doesn't make health rolls. That means, on the skilled opponent's next swing, he makes an all-out, determined attack to the berzerker's neck. Base skill of 14, plus 4 for the all-out determined, gives a base hit probability of 18. Subtract 5 for the neck shot, and the skilled opponent rolls against a 13 -- which gives odds of 83.8 percent. Cutting damage against the neck is doubled, so the berzerker very likely dies that round. All of this is mitigated, to some extent, by the presence of heavy armor or magical protections, of course. However, the fundamental problem remains. The berzerker cannot defend himself, and that means a skilled opponent who can defend himself will probably win, unless the berzerker can get in a solid hit, first. That's why Berzerk is a 10-point disadvantage. It's supposed to cause problems for the character who has it. In combat against a skilled opponent who keeps a cool head, the berzerker may do some damage, but will almost certainly lose the fight -- and die.
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02-08-2014, 11:46 AM | #8 | |||
Join Date: Jun 2006
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Re: When berserk adv. ends?
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For missile fire, a large enough shield might count as partial cover. But it's also probably encumbering enough a berserker ought to *throw it away* more or less reflexively. In general, it shouldn't offer much worthwhile protection, that's why All Out Attacks are dangerous. Characters trying to circumvent that and make them safely deserve some pretty serious penalties to clue them in to why this isn't a tactic everybody uses already.
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02-08-2014, 12:02 PM | #9 |
Banned
Join Date: Apr 2008
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Re: When berserk adv. ends?
I wonder what Berserk would be worth if you could defend-as-if-stunned, i.e. at -4.
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02-08-2014, 07:13 PM | #10 | ||
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavík, Iceland
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Re: When berserk adv. ends?
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