03-31-2023, 10:11 PM | #201 | |||
Join Date: Jul 2008
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Re: Math, GURPS, and its reputation for complexity
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That situation could get pretty desperate if they're going to grapple on or try to get behind and stab the PC in the armpit with Telegraphic AoA.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 03-31-2023 at 10:20 PM. |
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04-01-2023, 04:57 AM | #202 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Math, GURPS, and its reputation for complexity
If I were running that kind of fight, I think I'd use a variant on the swarm rules to portray the mooks.
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Bill Stoddard I don't think we're in Oz any more. |
04-01-2023, 06:46 AM | #203 | |
Join Date: Aug 2004
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Re: Math, GURPS, and its reputation for complexity
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(For me, I loathe games where a "mook" just can't take out a knight/hero/whatever. Watch your backs, characters; don't assume you're safe. Even the Sword of the Morning dies if you stab him in the neck at dinner.) |
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04-01-2023, 07:16 AM | #204 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Math, GURPS, and its reputation for complexity
I tend to agree with this. I find the very idea of "mooks" slightly unpleasant. Partly because I don't think killing people who are too weak to fight back counts as "heroic," and I don't find a story about such endeavors appealing; but partly also because there is always a chance that the apparently weak character might get in that one lucky hit, and the prudent hero doesn't let down their guard even against weak foes (see for example the story of Baldr and the mistletoe). So I prefer rules that leave a small but finite risk. GURPS provides for that, and that's something I like about it.
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Bill Stoddard I don't think we're in Oz any more. |
04-01-2023, 08:35 AM | #205 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Math, GURPS, and its reputation for complexity
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I'm quite the opposite. Let me tell you about the last day I DMed D&D. I'd been dissatisfied for a while at how easily PCs could handle mooks, and wondering, decided on a test. I ran my brother's Conanesque fighter (at that time, the highest level character in my campaign's history) against a horde of orc spearmen, coming from all sides, to see how many he could take down before he fell. The battle took a good while. The total number of orc dead: one hundred and sixty-seven. That was, to understate things considerably, offputting to me. My search for a better mousetrap eventually led me to TFT, and from there ... Anyway, I don't consider it unreasonable for there to be systems catering to my preferences. That 1st level types aren't speedbumps and 10th level types aren't quasi-immortal is one of them. And for GURPS players who want lower PC mortality rates, good grief, there are so many instant fixes. Triple or quadruple HP. Remove the ability of NPCs to get critical hits. I could think of a dozen such gimmicks within a minute's time. So could most of you.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. Last edited by RGTraynor; 04-01-2023 at 08:39 AM. |
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04-01-2023, 09:43 AM | #206 | ||
Join Date: Dec 2022
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Re: Math, GURPS, and its reputation for complexity
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Regardless...survive, sure, jump up and continue fighting just as you did before the fall? Nope. Jump up at all, almost certainly not. Quote:
ONE SINGLE mook, mag dumping 7.62x39 rounds blindly down an alley from 5 yds behind a PC (who will get no active defense) has a decent chance of getting at least ONE hit. That ONE SINGLE hit will, at the very least, cripple any limb it hits. It if's a torso hit, the PC is in way more than serious trouble. GURPS is more realistically deadly. Admittedly, to me, the concept of people walking around all the time in full plate is a bit ridiculous so PCs in the campaigns I run don't get that opportunity. With that in mind, a SINGLE MOOK, hitting with a ST 15 crossbow (2d+1 imp) FROM BEHIND a PC (who will get no defense) with DR 3 armor, will most likely do 8 pts of damage resulting in 10 [(8-3)*2] points of total impaling damage. Brutal to any reasonable human character even at high point values. A lucky hit to the vitals and you're totally out of any fight. Even with DR 6 plate on the back, it's still 4 points of total impaling damage with the most likely damage outcome. With a bit of luck on the damage roll, it can really suck. Of course, bad luck on the damage roll will suck as well considering how long it takes to reload a crossbow! Replace the mook with a skilled shooter and you're looking at an impaling hit to the vitals. A 10th level unarmored D&D wizard with 42 hit points can take multiple heavy crossbow hits to the back and fight until they fall unconscious (assuming no crits, a test set of d10 rolls took 9 hits to drop said wizard to 1 hit point). I believe the majority of the world's TTRPG players will go for the D&D fight every time because GURPS is more realistically deadly. Combined with its reputation for complexity......... |
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04-01-2023, 10:40 AM | #207 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: Math, GURPS, and its reputation for complexity
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Personally I do consider the idea that the veteran warrior can still die at the hand of a lucky peasant a feature rather than a bug, but I know it's not for everyone. But this might be one of the few places where I would add a definite rules change using the rule for rescaled firearms damage from pyramid as the default (with the current system as an option) this should fix the most examples of this tendency without resorting to surreal mass of hit points model. Other than that I think the solution is better communication. Maybe suggest that cinematic PC's (and major NPC's) should have some combination of extra HP, luck and a level or so of hard to kill probably given free as a campaign feature. |
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04-01-2023, 10:58 AM | #208 | |
Join Date: Jul 2008
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Re: Math, GURPS, and its reputation for complexity
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...Of course, everybody engaging with this seems to have been trusting your presented numbers, and you haven't been pointing out their limits either. I'm not sure what you did there. It appears to me that if you actually apply the falling rules from Campaigns 431 to a 200 foot (67 yard) fall, you'd hit at 38 yd/s and get either 4d (for a softer surface) or 8d-1 (for a harder one) for a 10 HP character. 4d is unlikely to even cause one death check, 8d-1 will almost certainly cause one but is moderately unlikely to cause two. Adding HP doesn't really help, since the damage scales with HP, unless you're adding massless HP which gets out of GURPS model of normal humans. More HP actually makes it worse if you have any DR, since the damage scales with the HP and the DR doesn't. (Of course, if you use hit locations for the fall, roll, and take it on the skull or neck that makes things appreciably worse. And failing that there's a significant risk of breaking some limbs which might impede jumping up.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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04-01-2023, 02:22 PM | #209 | |
Join Date: Dec 2022
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Re: Math, GURPS, and its reputation for complexity
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In D&D, that fighter is raring to go two turns after impact assuming standing up requires full move. IIRC there is another thread here about HT rolls to stay conscious once you're out of combat time but I would say you're not out of combat time if you have to make a roll every second so you'd better have some magic available or super high tech first aid kit you can reach for before you fail that check. My bad, I should have noted that that calc is for a 15 HP character (trying to make some kind of match to a high level D&D fighter) which, admittedly, makes falling damage worse for higher HP characters. I'd be happy using base ST for that calc now that I think about it since, if HP are higher than ST, you bought HP and did not necessarily increase mass (noting that the build table uses ST, not HP). That would make it a 9d fall, if, say a 12 ST character bought 3 extra HP. Regardless, I don't think anyone would argue that GURPS is much more realistically deadly than D&D, which, even if you don't agree with/like my examples, is my only point. |
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04-01-2023, 02:54 PM | #210 | ||
Join Date: Jun 2022
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Re: Math, GURPS, and its reputation for complexity
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As I, and multiple people have said, "That's why we play GURPS". We're okay with that reputation, with the game being a niche system in a media full of niche systems, and since a 4e release didn't change GURPS fundamentally, I strongly suspect so is SJGames. I understand the desire to pull GURPS into the limelight, to maybe market it to appeal to a greater fanbase, but not to change it to appeal to those who wouldn't like it the way it is. And as RGTraynor said: Quote:
I have effectively run D&D style using GURPS (the largest difference being no classes - this was before GURPS Dungeon Fantasy existed). My point is, all of GURPS complexity* is frontloaded, to fix this the GM or a genre author needs to do a lot of work; and all of GURPS deadliness is GMs not understanding that's completely in their hands to dial up or down as they please. If I had millions of dollars to give to Steve and make requests for a new edition, the only changes would be to strip Magic from Basic† and include more direction on how to dial the settings into being the game the GM wants to run. And then put out a Power-Ups: Rules Settings book that points to all the other ways (and books) to tune the game. So... largely just a 4.5 GURPS Basic Set, and a few more books made... maybe throw a few million at some freelancers who like to write settings and adventures so we'd have more "table ready adventures and settings" which is the third "big issue" I keep seeing brought up by the New Edition Warriors. * Coming back to the titular reason for this thread. † And have Magic be brought more in line with an updated system. So a GURPS Magic 4.5 as well. Heck, edit High-Tech to bring it inline with Cost Factors and "fix" the Ultra-Tech weapons and I think we're done. Last edited by mburr0003; 04-01-2023 at 02:58 PM. |
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