Re: Help a noobie understand critical hits
Part of what puzzles me is the choice of genre; picking Cyberpunk, then saying you don't want death by gunfire, seems odd. Kind of like picking high fantasy and disallowing magic. Why go with Cyberpunk at all, unless it's an espionage-themed game?
And are you going to nerf the PC weapons, too? That might annoy them a bit as well; " What do you mean my M-16 does damage like a thrown dagger!?!?" If big vampire dudes sinking axes into their enemies is what you want, maybe After The End or a Fantasy game would fit your ideas better? I'm not trying to rain on your parade - I just think that your expectations of a Cyberpunk campaign are outbif synch with the traditional weapons. If you don't want the PCs dying in a firefight, you have every right as GM to fudge and describe rolls to make it dramatic. I don't think rewriting all the damages is the best way to go. But ymmv. |
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Ok, imagine you boot up the video game cyberpunk 2077. You have that first mission with the cyber ghoul haunt right? Ok, you mistep and two of the goons notice you. They shoot you ONCE and it's game over. You try it again and discover yes you can stealth it but that means all the weapons in the game are pretty much pointless because whenever you actually shoot someone and go into combat you get shot ONCE and it's game over. It starts to feel pretty hollow doesn't it? There's games and places for that. Games like Red Orchestra where you spawn in repeatedly, not a game where you spent quite some time designing and falling in love with your character only for the rules to be structured such to discourage any playstyle but one and the instant you slip up or do the wrong thing? Instant death. Fudging the rolls would be an option, I think it would be better to find a consistent non arbitrary solution. And yes, the tighter the wire you make your players run, the less margin for failure you allow in your game that means the fewer play styles they are allowed. You make the margin for error too tight then you have worked out of your game all playstyles but one. Preeeeeeeetttttttttttyyyyyyyyyyyy lame. |
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I'll be honest... you guys are winning me over on the damage modifiers. It gives reason for the (in setting extremely rare) laser to exist or to use swords. The vampires are just going to be that tough. Maybe the advantage of cyborgs is natural DR and insane strength so they can carry heavier and heavier armor without being slowed down? Mages? Well... I'm still figuring out the basics, we will see where they fit as the basics get in. |
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Not really. The main thing that happens is that that particular vampire loses Move and Dodge and might go unconscious after a few seconds. He can maybe still fight, and he doesn't automatically die until he reaches -5 times his HP, which takes a total of 84 points (6 x 14) of damage. Farmer Joe needs to shoot him three more times to guarantee a kill! Meanwhile, the other vampires are probably feasting on Farmer Joe (or whatever--I don't really play vampire games so I'm only guessing). So in practice it will always take more than Farmer Joe with a high-powered rifle and a bit of bad luck to TPK the party and end the game. Eight goons with high-powered rifles, yes, that might wipe out a group of four vampires. (I dunno details, depends on how powerful they are, but it seems possible.) But the power of teamwork ensures that "getting shot once" is NOT going to be game over[1], it's just going to be a timeout for healing. [1] Unless it's a headshot of course. 96 HP of damage from Farmer Joe's headshot could be ugly. |
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If the one down isn't alone, OTOH, the shooter has better things to do than keep shooting somebody who isn't fighting. |
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I don't see a lot of death in my fantasy games - people usually drop out of a fight before hitting -1xHP - but my modern day and sci-fi games have people drop dead. Not everyone, but a couple in any high intensity combat. Automatic death is incredibly rare. Like maybe a handful of times across hundreds of combats, though again more likely with guns. 7.62mm sniper rifles to the skull are rare, but not much survives them. Though I've seen some PCs that just shrugged them off. |
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Although, yes "riddled with bullets" is also a way to die fast. |
Re: Help a noobie understand critical hits
Getting close enough to use the SMG and land lots of hits is much harder, of course, so there's balance there. Vampires tend to have enhanced perception and other abilities that make getting close hard and dangerous.
Excellent discussion about the single shot above - clearly demonstrates it's not as instantly lethal as some might suspect. Also, Farmer Joe needs a pretty good weapon skill and/or weapon enhancements and/or plenty of aiming time to get a hit. Doesn't sound so much like a farmer, but if he's well more than just a farmer then he's a much more potent foe and the GM should use him sparingly. If the GM wants to kill a PC, they die. Whether that's by fiat or recklessness or ridiculous scenario. It's equally easy for the GM to avoid that and present a balanced option where death could happen, but not automatically and not without the PCs having a chance to get out of it. If the GM wants the players to be able to hold onto their characters for a while and death to be unlikely (but time in torpor or other healing and so on to be the primary impact) then set the opponents appropriately or use one of the many options provided to alter the balance. Something that I think we've all missed so far, so I'll throw it in now, is a recommendation to the "How to be a GURPS GM" series: https://warehouse23.com/search?q=how...prefix%5D=last |
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@OP's takeaway by now is hopefully "don't worry, that's extremely unlikely especially if you have a buddy." |
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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. |
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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. |
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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. |
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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. |
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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. |
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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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No one is telling you that you can't have PCs built on many more pts and who thus don't have the same relationship to threats. Make your PCs tougher and more capable. Don't shrink and soften your world. There's also a specific note about the "halve firearms damage and halve armor values" option. This will ahve the effectiveness of any firearms in the PCs' hands and probably annoy them mightily. |
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(BTW, Some degree of consistent realism is essential to making a universal game. Realism is the foundation off of which fantasy departs. For example, gravity is pretty consistent across most fantasy fiction, but not always. You've got to have rules for falling for the ones that do have gravity even if the ones that don't have it don't need it.) |
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They're also built on a lot of points, as Fred says. My character La Gata Encantada, whose reaction to guns was to leap through the air at the shooter and kick the gun out of their hand, was built on 555 points in the version I have in my files; I believe she started out at 500, which is a good starting point for baseline supers. Your campaign isn't in the supers genre as standardly defined, I know. But it has a lot in common with it. It has power sources, and origin stories, and characters with powers and abilities far beyond those of mortal men, and it even brings together characters with powers from several diverse sources. All of that is almost exactly like supers. Try building some sample characters on 500 points, giving them protective abilities that that point budget will allow, and test them against each other. |
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You are STUCK with the mind set of "This part is too realistic and I want it to not be" while ignoring the part of GURPS that you should be using, which is giving the characters the abilities they need to be cinematic. Guns are dangerous, in every setting I have ever seen. The difference in their danger does not come from CHANGING the guns, but the characters. In an urban modern spy thriller, guns are the end all be all for the PCs. In a Supers, they are a nuisance to the PCs. The guns are the SAME, its the PCs that changed. |
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Highest consistent, low-tech damage at my table was probably Big Al, the half-ogre knight with Weapon Master in a DFRPG game. He tended to go up against a lot of demons, golems, and other weird monsters by the time he reached that point, but 4d+12 damage splattered anything that was vulnerable to being splattered. |
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Guns are very effective in cinematic settings EXCEPT when the script needs different.
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Looks dangerous: new player sees 7d damage from Farmer John in the rule book, compares that to HP, expects instant death Actually isn't: GURPS characters with decent HT can survive down to -50 HP or more, and even just hitting a vampire in the first place potentially involves beating Stealth, vampire Speed, range penalties, Dodge, Luck, and so on. Mission accomplished! |
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I'd like to ask if the OP has a further question outside the dispute about (gun) damage, because if so we might be able to give an answer to that that would be found useful.
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In a cinematic action work about human-equivalents where guns exist, I generally expect protagonists to use guns, and to do so frequently and successfully. I expect guns to be infrequently used successfully against protagonists, because the work acknowledges that that would be a serious consequence so it can only happen in service to the plot rather than as fight choreography sugar. But characters who don't need to make it to the next scene will be available to demonstrate that the gun does do its job as expected. |
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However... When I look at the core rule book I don't see many advantages that actually improve survivability (for humans, vampries can have unliving ) other than combat reflexes. There's hard to kill / fit but that doesn't really do anything about -50 HP and that's pretty easy to get into when the bad guy rolls a crit hit (first combat I did I had two bad guys armed with tl8 9mm pistols WITH A SKILL OF 10, one rolled 3 while aiming at the head due to most of the rest being behind cover... as a dm I had to fudge that "no no! your arm is exposed too! he actually was aiming for that!" Therefore I got to roll 2d6, not 8d6 for damage... I'm sorry but a mid level 250 point character under threat of "roll save vs death" from ONE lucky hit is what i'm worried about here. It's stressful painful, obnoxious gameplay. He wouldn't even have gotten to roll save vs death if it was a rifle doing 5d6 damage getting a crit headshot so it's now doing 20d6 damage. Sorry but at a certain point it's downright ridiculous. ) Players aren't allowed to have a large pool of hitpoints. That's not realistic (it also poses a problem for the melee weapons. ) If I were to follow that logic there's a ceiling on their HT and DX... lets say this wasn't a cybernetics laden campaign. What WOULD they spend points on? Skill points in knitting? If they can't have 30 hitpoints why would it be allowable to let them have a speed of 18? (which again doesn't protect them from a critical hit hurtling them fighteningly close to death in one single bad dice roll even though they literally spent 260 points on it... ) Fortunately I can do lots of things with cybernetics, higher dr, new rules of death similar to vampire topor if they have the right cyberwear.......... but in a campaign setting set in the 1950s? Well the players better have magic! Because 500 points doesn't seem to be enough to save em without the DM fudging things a little! |
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That's just an illustration, not necessarily the best way to invest your points. Luck, DR, high Stealth, high HP, and high weapon skill so you can kill enemies with high offense (a.k.a. the best defense) are all good choices too, plus supernatural stuff like Unkillable and Regeneration. |
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You can have 20 HP, though most humans shouldn't. If you acknowledge that combat reflexes helps, you have to acknowledge that buying up Basic Speed or Enhanced Defenses to get more dodge also helps. You can buy a bunch of HT, which makes you ludicrously hard to actually put down. You can buy Acrobatics skill to perform Acrobatic Dodges, which I imagine La Gata Encantada would have. And that Basic Speed comes with extra Basic Move to avoid getting stuck in a bad position. And, of course, you can buy Ridiculous Luck, to deny things like that natural 3. (Though you also typically would spend a lot of those stuff that helps you make sure nobody gets more than one shot at you before you happen to them, in whatever style your character practices.) Quote:
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And yeah, I can allow my characters 30-40 whatever HP because the setting has cybernetics and vampirism to justify it. HOWEVER everyone is harping on this realism thing and stressing in the past pages that normally you do not allow such things... But 40HP, Luck, Combat relfexes and all the same feats. I think we answered the question. Margin of error so razer thin you *must* take that advantage. There's no other choice. Seems... flawed to me. |
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I ran 2 PCs through around 15-20 sessions of 1920s noir investigations, including multiple shoot-outs with tommy guns, Browning automatic rifles, and other nasty ordnance.
Neither PC had more than 10 HP, DX over 13, HT over 11, or Combat Reflexes. Their only armor was some DR 5 semi-bullet proof vests. They both did have Luck, but we started from the Action! templates and all of those have Luck. To my memory, I didn't fudge any die rolls. The PCs survived by using their superior senses to avoid ambushes, taking cover when necessary, and careful shooting of their .38 caliber revolvers. Frankie may have used Rapier Wit a couple of times to flummox foes at close range. I think you had a bad experience with a test combat, and you're overreacting to the potential lethality. If the PC had Luck, they could have canceled that critical hit. Luck, Destiny Points, or spending CP to buy successes (or cancel other people's criticals, see Basic p 347) give PCs a lot of flexibility to get out of a jam, and that means there are a lot of different ways to build characters in practice. |
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But Luck or its equivalent is incredibly common for protagonists in war movies, urban fantasy novels, superhero comics, etc. Protagonists often barely escape horribly lethal deaths through sheer luck. (Even Dungeons and Dragons often defaults to explaining PC survival as "HP are luck/plot armor," although other DMs view them as something real such as life force. It's controversial.) Maybe you'll wind up with one guy with Combat Reflexes and crazy-high Guns skill and Speed, one Unkillable vampire who can turn into mist and phase through walls, one cyborg armored like an M1 Abrams tank, and one wizard who can turn the others invisible and Great Haste them or let them fly or scout ahead with Wizard Eye. Even if they all have Luck they'll still feel different. |
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I mean I COULD warn all my characters that they *MUST* have luck and this. and that.. and just... fill out their character sheets so they are all the same and say "there! Write your name here." Or... we could increase the margin for failure in the game buy reducing the ridiculous scale of damage and not need special pleading rules to come in and save the day... I'd rather not watch all the fun and joy fade from my players eyes when I tell them because I liked so many of gurps mechanics all their characters are going to be the same build... |
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Luck and Combat Reflexes are recommended for all combat protagonists, yes. I don't understand what about this you're objecting to. What do you lose by having the same advantage appear on multiple character sheets? Are you also unhappy that a lot of your PCs will probably have Guns and increased DX? |
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I'm sorry that I'm pretty disappointed that the game when it comes to firearms is so fundamentally broken and flawed it requires a special pleading mechanics to fix the problem. "no no that dice roll didn't count." That's not a solution to the problem, it's papering over it. Allowing the players to do that by spending points or the GM just rolling his dice twice because he's unwilling to let his players get insta killed, it's the same thing. I'm not even saying I don't want luck in the game. I'm saying THERE IS A PROBLEM WITH A GAME THAT REQUIRES DICE ROLL FUDGING. The other recommended solution was... allow the PCs to be so powerful and scale the encounters so the enemy doesn't get to fight back before they are all well on the ropes or dead (the offense being the best defense argument.) So my players get bored as they don't feel any threat or challenge because if the enemy fights back and has anything other than the crappiest weapon they CAN potentially get that hit... |
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Now, this doesn't mean you truly have to buy Luck. There are other routes to keep your character alive - and sometimes, keeping your character alive isn't even the point anyway. But it is a trait that gives you a lot of bang for your buck. Quote:
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Another option, which really isn't mentioned anywhere in the GURPS canon that I'm aware of, is to treat all fatal wounds on PC's as inflicting the Mortally Wounded condition (and possibly ignoring the rules about needing to roll against HT from time to time to stay alive - the character basically goes into the same sort of "Wounded" condition one sees in JRPG's until they receive treatment from the setting's equivalent of a Phoenix Down). Yes, even if the character gets shot in the head by .50 BMG (average of around 160 HP Injury without armor), they cannot exceed Mortally Wounded. If the rest of the party emerges victorious, great, now they can get their friend the medical assistance needed. If the rest of the party is beaten (or flees and leaves the "dead" character behind), OpFor can treat the character in hopes of getting information out of them, publicly executing them, putting them on trial, or whatever - leaving the party the chance to escape (or mount a rescue). The player can opt to simply let their character die on a failed Death Check, particularly if it would be dramatically appropriate, but otherwise as long as it's not breaking anyone's immersion, PC death simply does not happen. That would be on the extreme end, but easily doable. |
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(There are, of course, plenty of unreal countermeasures you can use in GURPS when you want to, which I think you've been exposed to.) Quote:
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Guys... the reason why I went to gurps is the core structure of the game allows me to build the unvierse I want. Sneering at the other game because "well it's not like our game, it's not "realistic"" is just... silly. If you want total realism that's great! But a universal role playing system shouldn't demand that I play hyper realism with the rest of you. It's astounding to me how the folks replying are absolutely against the idea of just softening things up, increasing the margin of error by stepping back from "realism" for fun. It's pretty silly to be so obsessed with realism when I'm talking about magic and vampires in the first place... Right now it's so tweaked toward realism, so impossibly pushed in that direction that players use dice fudging to make up for the absolute lack of forgivness. That's... A problem guys. No, I don't need to give luck as a free advantage, as gm I can re roll any bad roll I want to. What I want is to set up an experience where i don't have to. Where if they screw up this roll and fail intimidate there's another option, and there's another option beyond that to get the info. They could take more than one path and we don't have to re-roll. It happens though, the less experienced the gm the more he has to do it... but the GOAL is not to have to do it at all. The GOAL is an entire experience where no one player or gm *needs* to fudge rolls, then suddenly luck is a fun advantage. It's not something you call out of desperation, but something that brings light and life to a game funnily like unlucky would. |
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So use TV Action Violence or Survivable Guns or something.
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But also, the average roll for a d6 is 3.5. So a head shot from a 9mm pistol that does 2d+2 pi is likely to end up doing 36 damage to the head, minus 2 for natural head DR, for 34 final head injury. A PC with 12 HP is going to have to make only 1 death check with that damage. And if the PC has HT 12, they're probably going to survive that death check - and end up living, if a teammate can get them to a hospital. And that's for a regular human who has slightly above average (i.e. adventurer) stats. ST 12 and HT 12 is only 40 of those 250 points.... And you still haven't used that Luck advantage, which would have forced Farmer Brown to reroll that 3. (And as folks have pointed out, the chance that Farmer Brown is going to roll a 3 is 1 in 216.) In my opinion, the game is a lot cooler when you get shot in the head and still manage to come back to tell the tale than when a GM fudges dice rolls that probably didn't need to be fudged in the first place. Again, in my opinion, the game is a lot more fun when there's a real chance of getting shot in the head by Farmer Brown and having it be game over - except that you're just a little bit tougher than a random zero point guy. |
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(Though, yes, getting brained with an assault rifle is pretty likely to kill an unprotected human PC.) Not sure why the bad guy was even able to make that shot, though. They're at -7 to hit against the hit location, so if they've got any range penalties that they aren't compensating with Aim or AoA bonuses, the shot becomes literally impossible. |
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Not only is that 2d6(2) "peashooter" doing more damage (instead of 1d6 minus the armor dr, multiplied by 1.5 it's flat out twice the dice) but unlike that saber it has the potential for three damage rolls a turn unlike the saber that has to have all out attack (sacrificing the ability to defend next turn) to do just two. It's a flat out garbage weapon by game rules and nobody complains about it? So why would it feel enemic to be able to knock the average human into negative hp with a rifle in one hit? |
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Let's say in your crazy head shot scenario, you just rolled that 3 and told your player, "Oh, damn! Farmer Brown just got off a critical head shot on you with a 9mm!" And then you roll 2d6 for damage, get a 3, add the +2... And it's 20 head damage, 18 injury. You roll on the Critical Head Injury table - and get anything between a 9 and 11: "Normal head blow damage only." Even a zero point character with HP 10 doesn't have to make a death check roll with that damage! |
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Thankfully there was a thread on the forums explaining that only the first bullet fired out of a full rof burst counts as a critical. Because the character's skill was 10, the negatives were -7 and he rolled a 3... well only the first shot hit, the additional -2 on the next shot meant it could not possibly hit. Imagine if the npc had actual skill and rolled a critical success? Or imagine as I suggested he had a good weapon not the garbage he was using? It doens't matter how high in character points my pcs are they won't survive it. |
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I think you're not paying attention to some of the basic mechanics of GURPS. The probability of surviving any death check with HT 14 is better than 90%. Every +1 to HP adds 6 injury to your life expectancy - just less than 2d injury. A character with 10 HP is automatically dead at -50 HP (60 HP possible life expectancy). A character with 11 HP is auto-dead at -55 (66 HP possible life expectancy). And so on. If you have just a few extra HP and just a couple points of added HT, you're already extraordinarily tough..... EDIT: An average, zero point NPC, with 10 HP, is only automatically killed with an average of about 17 dice of injury.... |
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They *can* be a vampire. Or they can delve into cybernetics... or they can delve into magic. All are options. Vampires can delve into magic if they got the points just like people can choose to have more magic than cybernetics. And no, as I said "imagine if they didn't have a garbage weapon? What if they had some skill?" What's 4 times 5d6? Ok, what if he had a rifle and had twelve skill in it? What's 4 x 5d6 x 2? (The 5.56 rifles have a recoil of 2 as well!) Oh look the PC took 155 damage to the head! game over. Quote:
Ah I got swing and thrust reversed. So it's 2d+1 minus dr x 1.5 for one attack a turn vs 2d6, enemy dr halved for 3 or more attacks a turn. I wonder which is nastier... TBh I think a crit hit situation like I mentioned is still pretty bad... 4x2d6(2) x 2? Oh the player took 62 damage and died... Hrmm... This is a problem... |
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But you're right, taking an impossible shot and hitting because you rolled a natural 3 or 4 is by the book. |
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You're wanting to play a game in which it's either impossible to get shot in the head? Or in which somebody gets shot in the head by a high powered rifle and doesn't have to at least roll a death check? And now my question is - what kind of game is this? If this is really what you want, wouldn't you be happier playing something without any kind of dice rolls? Where you have total control of the narrative? Just for the sake of running the numbers: a Tech Level 8 sniper rifle does 9d+1 pi. A sniper sets up a head shot and gets off all 3 shots! All of them hit! The PC doesn't have Luck, is totally surprised, and gets no dodge attempt. The shots are going to do 33 damage each, -2 for head DR, times four for a head shot: that's an average of 124 final injury for each shot. Sounds about right to me. Are you really wanting to run a game in which a PC survives getting shot three times in the head by a sniper? Or do you want a reality in which getting shot can't happen? |
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The thing is, it's not 3 or more attacks. It's one attack that can hit multiple times...can. But practically won't much, because you need at least 2 margin of success for each additional hit. Of course, you're focused on the 'what if the dice come up 3', and I'm not that worried about that because it's a less-than-2% chance. |
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You do realize most people don't play tabletop games because they want an exact reproduction of what they'd experience IRL if they tried to do the same stuff right? |
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I honestly can't figure out what your problem is, here, then. You want your players to get shot at, but you want it to not matter at all to the tune of getting shot right in the head with a sniper rifle and walking away? So give them all Luck, Unkillable, HT 16, and DR 50! Or did you want regular humans to shrug off head shots? Because that doesn't seem very UNIVERSAL to me. |
Re: Help a noobie understand critical hits
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Re: Help a noobie understand critical hits
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If there's a problem, it's that you don't want the solutions for some reason. Quote:
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Re: Help a noobie understand critical hits
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Like we do if we want them to readily survive gunshots. So then, what is your answer to the question I posed? |
Re: Help a noobie understand critical hits
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Now, if your players are coming at things from the perspective of how it all works in video games (which is fine!), they may well expect even unarmed attacks to do more damage than some firearms, as that's how it often works in games to give closing to melee range a benefit. But if they're coming at things from the perspective of movies (where a gun in the hands of a protagonist is an Instant Death Wand) or real life, they're going to be expecting for their gunslinger to be able to take out foes rather readily. Quote:
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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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Also, I don't understand what's wrong with taking out extras. |
Re: Help a noobie understand critical hits
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1.) Having 20ish HP (so it takes 120 points of damage to kill you) and good HT or Hard To Kill means that even a rifle shot to the head probably won't kill you. Say you've got a middle-of-the-road DR 5 helmet. That plus skull DR 2 will reduce a typical 7d headshot (24 damage) to only 68 injury (17 x 4). You'll be at -48 HP and will have to pass two death checks, but you probably won't die. 20 HP means you're beefier than Arnold Schwarzenegger but for a cyberpunk game it's pretty reasonable, and of course a tanky cyberdude or vampire can have much more than a basic DR 5 helmet. 2.) Unkillable 2 seems thematic for vampires, which means no amount of damage will kill you. 3.) If you allow magic, spells like Deflect Missiles can make you temporarily immune to missiles, or Invisibility can make you approximately impossible to hit with a headshot. (See below.) 4.) Finally, there's tactics. If Farmer Joe is shooting at you with Guns-11, and he's shooting at the head, then he needs a 4 or better to hit. If he takes even a -2 penalty, his target number will drop so low that even a 3 doesn't hit, which means that even if he rolls a 3 it's not a crit, it's a failure. So if Farmer Joe is at least 5 yards away from the character, that's a -2 penalty so the PC doesn't die. Or if it's twilight (-2 or -3 to vision and attacks) or moonlight (-4 to -6) or moonless night (-7), the PC doesn't die. Or if the PC is a very tiny creature like a pixie (SM -6, six inches to a foot tall IIRC), attackers always have -6 to hit and the PC doesn't die. If you're invisible due to powers, technology, or magic, that's -6 to hit and the PC doesn't die. If Farmer Joe's skill is higher than Guns-11 you may need to stack more multipliers, but the point here is that you really did get very unlucky with rolling a 3 and might also have made a rules mistake in e.g. not applying ranged penalties and darkness penalties. (Or maybe this practice fight took place in broad daylight and the shooter aimed long enough to get an Accuracy bonus big enough to cancel out any ranged penalties--I wasn't there, so you tell me.) Darkness is pretty thematic for vampires anyway and if your players fight like Batman, in the dark most of the time and often using surprise, that doesn't seem like a bad thing unless you really do insist on zero PC deaths instead of 0.00001%. People recommend Luck not because it's mandatory (it's not) but because it's cheap and pretty good and good for almost any character concept. But the game doesn't break if the GM bans Luck. Quote:
P.S. I agree that it's weird when people refuse to use the words "Dungeons and Dragons", although who knows? They might be talking about Classic Traveller or Bunnies and Burrows instead. :-P |
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Highest consistent non-magic based damage I've seen in a fantasy game was the Ogre Wrestler who had 3d+3 punches, 5d+9 mace swings, and did 12d+33 vs a door once (Power Blow does amazing things). I'm not even going to discuss highest damage in a non-fantasy game, as we're talking munitions and supers, and that gets ugly fast. Quote:
You've got a fix. Why are you still arguing with people trying to convince you not use your fix? Quote:
I mean unless all the PCs ever face are firearms in the campaign where swords and axes are king. Which if that's what you want, the PCs going for high ST and carry ancient weapons... well then, go for it! |
Re: Help a noobie understand critical hits
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Basic Set, Campaigns pg 345: You may not attempt a success roll if your effective skill is less than 3, unless you are attempting a defense roll (p. 374). Attack rolls are a form of success roll, so this applies. It's too bad it's not re-stated on page 381 though. Therefore these mooks, who had skill 10 and a total of -10 to hit, could not have hit the PC's head even on a 3. |
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