Re: Help a noobie understand critical hits
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The game mechanics of GURPS is consistent with this. The chance of death may be small. But it always remains possible that you'll make that bad dice roll and your character will die. For me, at least, this is a feature. On one hand, it gives players an incentive not to settle every situation by drawing a gun or throwing a punch. On the other hand, since players know they are risking their characters' lives, it makes the choice to go into a fight a dramatic one, like Hector going out onto the fields of Troy to face the enraged Achilles. It's the chance that their character won't come back that gives players skin in the game. And now, to argue against myself, I'm surprised no one has suggested to Klink the standard answer of many GURPS players who disagree with that sort of logic: fudge the dice rolls. If you're the GM, and you have a chance to roll the dice, and one outcome would kill the character—roll behind a GM screen and lie about the outcome. That's a lot simpler than making up different rules. |
Re: Help a noobie understand critical hits
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Re: Help a noobie understand critical hits
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If you find that you've accidentally killed a PC (for example by giving cyber equipment to Farmer Joe that turns out to somehow be much stronger than you were expecting), there's no need to lie to your players. Just tell them you made an honest mistake, apologize, and either move forward with a funeral and a new PC and a promise not to repeat the error, or tell them that you're retconning the unexpectedly deadly result to be less lethal, and resurrect the PC. |
Re: Help a noobie understand critical hits
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This does serve to illustrate that it is _targeted_ attacks (mostly to the Vitals or the Skull but sometimes the Neck) that result in instant death. |
Re: Help a noobie understand critical hits
Mrugnak was literally over a decade ago, but I suppose I underestimated the death rate at peak Mrugnak. 4d+4 (2) cr to the skull generally autokills HP 10 foes, and has a reasonable chance of kill anything with HP 20 or less.
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Re: Help a noobie understand critical hits
While I understand trying to avoid "instant death" for PCs, it's worth noting that guns are deadly; that's why they are used. And why police (who are very likely to run into guns in the real world) wear armour. Hell, if they hear of a firefight, the SWAT officers look like big cyborg beetles when they respond, they are so armoured-up.
Cyberpunk is about danger, violence, and risk-taking; that includes the risk of getting hurt or killed. Nerfing everyone's boom-sticks isn't solving the issue, it's circumventing it. So maybe most of your baddies use shock weapons, or pepperballs, or beanbag rounds; if anyone has heavy firepower, telegraph it so the PCs know what's coming and can adjust tactics accordingly. Keep the bullets to a minimum, and then they are a deadly threat when appropriate. You didn't say if you plan to downgrade the PC weapons as well. Also, Vampires in my games usually have Damage Reduction/2 or more, so incoming damage is less menacing in the short term. I had a PC with DR10 and IR/2 who survived a car wreck at 90 kmh. That would also give them a "that should have killed you!" surprise factor in play. Just my thoughts. |
Re: Help a noobie understand critical hits
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Re: Help a noobie understand critical hits
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Re: Help a noobie understand critical hits
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She also wore DR10 magic armor and of course had more than 20 HP. That 7D rifle might have made her mad. As I once remarked "Character points are magic". If the OP hands enough of them out to his players those worries about one-shotting a PC might go away. |
Re: Help a noobie understand critical hits
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I'm setting up some short campaigns with myself (playing 2-3 characters of my own to "simulate") before I commit to any such thing now though. We will see. Also being TL9 first aid apparently is pretty good now... Quote:
it seems so freaking odd to me that the game name is Generic *UNIVERSAL* Role Playing System and time and time again people are mentioning reality "well this is like the real world." No no, this is supposed to be a *UNIVERSAL* role playing system and I'm not interested in playing a realistic campaign where my players get shot and die within five minutes for being gonk enough to think they could actually do anything. Nope nope nope. Lets expand our options and variety a bit from "realistic" and adopt the motto of a *UNIVERSAL* role playing system! |
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