How to make combat more exciting?
Hey guys,
In pretty much all my gurps games up to now my friend (the one other person who plays GURPS that i know) has GMed for us, and has "pretended" not to know stuff for my benefit. I now feel like a bit of an ******* so ive offered to GM some nice long campaigns for him, mainly DF with some MH elements. My main question is how can i make combat quicker/more fun. DF says unless its a boss is has in effect 1 health and any hit will kill it, and minibosses have health but die at 0. Does anyone have any other methods for making it more exciting. Another question is how to i handle attack order? I remember when i played Warhammer FRP and you just went in initiative order, is it similar for GURPS with basic speed? Thanks (also share links to nice DF campaigns you have because I will either put no effort into it and it'll be boring or i'll put too much in and the heat death of the sun will occur before i finish) |
Re: How to make combat more exciting?
What about GURPS combat do you feel isn't exciting? What areas are you looking for improvement in?
There are lots of optional rules that can make combat more or less lethal, more cinematic or more realistic, quicker or longer, simpler or more detailed. |
Re: How to make combat more exciting?
A lot of that depends on what you think makes combat exciting in the first place. For specific GURPS mechanics, I think the biggest thing that makes a fight drag out is situations with large numbers of marginally relevant attacks (e.g. low skill mooks).
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Re: How to make combat more exciting?
Ways to speed up GURPS combat:
- Don't use a map, or if you do keep spaces confined to where it doesn't take more than a turn or two to get within striking range with a hand weapon. This penalizes all ranged weapons other than throwing weapons, but oh well. - Don't use hit locations. Every blow is a torso blow until you feel comfortable looking up rules for specific locations or feel you have them memorized. - As a follow-up, don't use piecemeal armor. Either use the armors from GURPS Lite, from 3rd edition, double the $ and weight of the Basic Set's torso armors, or triple the $ and base weight of Low Tech torso armors. - Don't bother with any of the rules for reducing someone's effective Move, Dodge, or ST when low on HP/FP. - Don't change encumbrance levels mid-combat. |
Re: How to make combat more exciting?
I really mean more cinematic. Sometimes i feel like all i say is "ok roll to hit" "ok hes dead" "roll to hit the next guy" "hes also dead" until theyre all dead.
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Re: How to make combat more exciting?
Sounds like changing the style of opponents might help. Rather than having lots of mooks, some mini-bosses and a boss - which is a trope, not a law of gaming - try having opponents who are comparable to the party, in numbers and individual capability, use tactics and fight to win. That should worry your players, if they're bored with mooks.
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Re: How to make combat more exciting?
Exciting combat is more about pacing than anything else. If you let people sit there and decide what they need to do with no restraint on time, it gets kinda boring. Keep it snappy! This also has the side benefit of keeping your energy level up.
In my Pacific Rim campaigns I always write a "twist" into the combat to make it slightly more interesting than "Hit the Kaiju with your fist" again and again. some sample twists: Glass Vase: there is an object (McGuffin, Highly Valuable in $$, etc.) that is extreme fragile. It also happens to be the target of the opposition. The players will be forced to change their tactics from "Hit the bad guy" to "stop the bad guys from getting/breaking the Glass Vase" as well as trying to hit them. This could also be "protect the President from the assassins" as well. Hazardous Terrain: The playing map has stuff that can kill/main the PCs even without the help of the bad guys. One time I had my DF party have to fight a bunch of fire slorn during an errupting volcano. Each round they had to move further from the encroaching lava, and get out of poisonous fume gas clouds. All the while the slorn were trying to eat them. High Priority: Have the Big Bad Evil Guys be in a spot that keeps them from harm from the PCs but also allow the BBEGs be able to harm the PCs in a meaningful way each round. This forces the players to take different tactics. Do they sit there taking out the lame baddies, or do they rush forward (exposing thier rear defenses) to take out the guy that can harm them? IE Swarm of Goblins is in front of the Fireball throwing Wizard who has shield ogres around them. For turn order I just find out which player has the highest speed and go clockwise around the table till all the players have gone. But I'm lazy. |
Re: How to make combat more exciting?
It's exciting if you care about the outcome. Perhaps you're fighting the wrong things?
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So it's not: "I hit him with my sword" "Ok you hit him he goes down, next" it's: "I thrust my sword into his torso (thrust attack non specific location, default torso)" "OK it enters his torso, he drops is sword, clutches at the wound and falls to the floor curled over in an vain attempt to protect himself from your next blow but currently unable to do more (well done a major wound, he fails his knock-down roll and suffers stun but not by -5)" 2). the second is counter intuitive to speed (but speed follows familiarity), but have the players use more combat options that way they are making meaningful decisions in how they are going about stuff and feel more invested in the immediate results of doing so. Introduce the options slowly though (its easy to get overwhelmed) and set up combats so those different options are more workable. So for example if your encouraging feints have the opponent use a weapons that need a ready after being used. 2a). Signature moves are cool, give everyone one for free (say up to a 10 point technique/combo), this will introduce combinations & techniques, but in a way that isn't overwhelming. Teamwork perk give it to everyone |
Re: How to make combat more exciting?
In my campaign, in the very first fight, one of the heroes lost his left arm. These players are all used to D&D3.0 and 3.5 rules but did see the movies on which my campaign was based on.
They encountered two droidekas (the type of rolling tripod droids seen in Star Wars Episode I from which a Jedi Master and his Padawan flee from). The heroes in my campaign were just starting (some weren't even adult yet) but they came soon to know that combat could be deadly. From then on, they first decided, when they encoutnered an enemy, if they could reasonably win the combat without losses (if they recognize the type of opponents) and if not, what are the retreating options if it goes wrong. During the campaigns, the heroes have grown and are able to grind themselves through mass numbers of opponents (as long as they don't something stupid or very heroic) but still have to rethink their option when they encounter tougher enemies. Even then, the danger of getting badly hurt, losing limbs (which can be replaced) is very real. |
Re: How to make combat more exciting?
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Is it that you're getting tired of saying "Roll to hit. Did you roll a 16 or less? You hit! He's dead. Well done! Roll for the next guy!"? Would you be okay if it was: "Roll to hit. Did you get a 16 or less? FANTASTIC! The orc stares down at the blade jutting out of his chest before lifting his tusked face to look at you in growing horror and then he explodes showering the room in gore, light and rock-and-roll. A mist begins to rise from the floor as the remaining orcs back away, nervous and confused. Roll for the next guy!"? Is it that you want better descriptions? Or would you be alright with "Roll to hit? Did you roll a 16 or less? He's dead! Great. Now, there are 5 other orcs, who are armed with heavy mauls, each of which will certainly penetrate your armor, knock you down and break your flimsy rapier if you try to parry them, who are screening you away from the priest who is calling up a dark miasma that requires an HT roll every second or you take 1 toxic damage (it also applies a -2 to vision unless you have penetrating vision) and you were pretty sure there was a half-orc assassin-girl somewhere around here who will stab you in the back unless you make a roll to spot her. So what's your next action? Rolling to attack another mook, trying to find the hidden assassin, Defending, moving, what?" Is it that you want more mechanically interesting combat? Or would you be alright with "Roll to hit? Did you roll 16? You killed another mook! Your former ally shouts at you 'Why must you slaughter my forces? I've done all of this, all of this, for you! To further your goals, to further your ambitions! Now you declare me a monster because the best minions to further your goals were orcs?' The orc, as it dies, looks up at you with betrayal on its face, is black blood-crusted fingers clutching at your robes. Behind you, the wizard in grey growls 'It must be done, for the sake of the princess!' Do you want to roll to kill another orc?" Do you want more pertinent stakes? Or do you want all three? I find rich descriptions (soundtracks optional), interesting mechanical choices, and interesting dramatic choices, when combined, make for pretty epic fights. Quote:
You just focus on: What is their DR, what is their attack, what is their move, and what makes them a threat to the PCs? |
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Re: How to make combat more exciting?
I resolve battles with enemies that have few chances to damage the PCs by a simple skill roll. The squad leader states what he wants to accomplish and rolls against tactics. Every player rolls against one applicable skill, success gives +1 to the leaders tactics roll, failure -1.
If the tactics roll succeeds the PCs achieve their goal. If it fails the mission might be a failure or a success, but with bad consequences (someone got wounded, an important target got away, some equipment got damaged...). But this procedure is probably not very adapted for D&D style play, in which detailed battles with low power enemies are part of the adventure. |
Re: How to make combat more exciting?
1. Create a "battle mat" in your mind or on paper with a list. Jot down some skills that can be used on the terrain then place it on the mat before combat. Something like;
a. Large outcropping of bolders, sharp inclines, climb difficulty -3. Once on top, archers or spear users get higher ground advantage. b. Pooling stagnant water/thick mud, jump over at no difficulty, slows movement by 1" if walked in, make Hiking skill check to not get stuck for 1 - 3 seconds. etc. 2. Martial Arts has piles of great maneuvers in it. PCs should be feinting and using deceptive attack. PCs should gang up on formidable foes, surrounding them is effective (bonuses for flanking or rear attacks). The maneuver cards you can get on W23 are nifty and could work as great reminders to the PCs of their options. Someone around here made a complete set including the MA maneuvers. 3. When getting hammered, people (monsters?) are not likely to just sit there and take a beating. People will retreat. I also use fighting retreats where monsters cover each other as they start backing away looking for a better strategic position. Humanoid monsters skilled in banditry, thuggery and combat should use more advanced tactics. There's a reason they've survived to meet your PCs. :-) Movement can make a combat WAY more dynamic. 4 Prep! a quick handful of various opponents with 1/2 HP and move, 0 HP pre-calculated can speed up combat. Just look at your notes and you know ahead of time what affects injury is having on them. |
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