11-23-2016, 02:34 PM | #31 | |
Join Date: Aug 2004
Location: Saskatoon, SK
|
Re: Really big fights with humanoid monsters in DF
Quote:
As for the post-combat HT rolls, again, some combatants will have fled before that, or have died for sure, so you don't know how many rolls you need to make. On top of that, you need to roll for all combatants left at the scene to know how many prisoners the group has if they don't just kill them afterwards.
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
|
11-23-2016, 02:53 PM | #32 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Really big fights with humanoid monsters in DF
Quote:
|
|
11-23-2016, 03:14 PM | #33 | |
Join Date: Aug 2004
Location: Saskatoon, SK
|
Re: Really big fights with humanoid monsters in DF
Quote:
At that point, it's definitely faster for me to just roll. I will concede that this is one time that a system with a one die roll mechanic is better. Savage Worlds has a wonderful system for "extras".
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
|
11-23-2016, 03:27 PM | #34 | |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
|
Re: Really big fights with humanoid monsters in DF
Quote:
As for adding sheets, if it's just a few checkboxes or numbers, it just adds another entry to the existing sheet. For me it works like this: Code:
Hobgoblin Bandits ST 11 DX 12 IQ 10 HT 11 ; HP 12 Will 9 Per 10 FP 11 [Generic skills, ads & disads] Kizbiigle Deadhallow - Axe-14 (1d+2 cut/sw) & Large Shield-12 (Block 11); Tactics-11 [ ] [ ] Rizx Peddlepocket - Large Falchion-12 (1d+3 cut/sw) & Shield-12 (Block 11); [ ] Zixebaz Sharpblast - Naginata-12 (1d+3 cut/sw; 1d+2 thr/imp); [ ] [ ] [ ] I wanted to create a proper script for this (I had one for D&D way back when), but as one of my players invested some time in making a computer-assisted gaming table, I'm probably going to use MapTool a lot more. |
|
11-23-2016, 03:48 PM | #35 |
Join Date: Nov 2007
Location: Sydney
|
Re: Really big fights with humanoid monsters in DF
You can preroll all rolls for mooks if you like. Or just press a button on a dedicated GURPS programme. Or just use average rolls etc Probably I'd always roll for things that directly affect the PCs like attack rolls, otherwise I think you'd take too much out of the game.
Damage though I think it would probably be fine to just have mook attacks do average damage except on a critical where they do max damage (that's more of a guns thing in an action campaign though, rather than rolling 4D6 for every mook bullet, you will save time on every roll). That would actually make them easier to balance as you know exactly if they can penetrate armour or not on every hit. You can also force them to target faces and the like which also makes them easier to balance. |
Tags |
dungeon fantasy, gurps, monsters |
|
|