Re: Help a noobie understand critical hits
one thing that may not have sunk into the OP (coming as he seems to from
D&D) is that a natural 3 in Gurps is not roughly the same thing as a natural 20 in D&D. The nat 20 is 1-in-20/ the nat 3 is 1-in-216. Slightly more than 10 times more rare. The reason we usually use a euphemism for D&D is that we seldom have nice things to say about it. For example, I have killed a PC in D&D (it was 3.5) with a nat 20. Even then it could have been avoided with better adventure design. The module designers had created this Orc variant with more ST but less Dex and Con and then armed them all with fancy polearms. The result had only 6 hp and AC 12 but did something like 2D4+6 with a x3 crit. In general this is what is termed a "Glass Cannon" and it's pretty much the opposite of what a good designer should do. My PCs were contemptuous of the Orc-variants because to say they died like flies is to grossly exaggerate how fast flies die but one of them did roll a 20 and then maxed damage aand di 42 pts to a 2nd level character. Had I redone what the designers did they just be regular Orcs with Morningstars and shields and had 1 more HP and 2 pts more of AC but only done 1D8+1 (x2) and that 2nd level character would probabl;y have survived. This is easily applied to Gurps. If you're worried about what a single lucky die roll could do to a PC don't throw Glass Cannons in their path. That farmer (who shouldn't have been intended as serious opposition) could have easily had a shotgun as a deer rifle and with a little range and not aiming at the skull had much less damge potential. |
Re: Help a noobie understand critical hits
I still think it's weird that no-one has defaulted to Damage Reduction as an in-genre solution to some of the lethality issues. It's in Supers for a reason. Don't reduce gun damage; make the PCs harder to mortally wound, if that's what you want.
But ultimately, it's a matter of the GM choosing what to do. Don't want a PC taking four sniper bullets to the skull? Then don't ambush them with snipers. Don't want them dying in a hail of machinegun fire? Don't shoot at them with machineguns. Would you nerf crossbows or bows? Because a powerful enemy with those can kill with a shot to the eye as well. If playing Fantasy, an Ogre or Giant can do masses of damage as well - would you say they don't, just because it might kill a PC? You don't want the hypothetical insta-kill (which I have never seen in my 20+ years of GMing GURPS because I don't do that to players), fair enough. But the solution isn't to rewrite the weapons. It's to use the rules to get what you need, whether by cinematic combat, Damage Reduction, armour, or smart players. And that takes some GM work, but it's way more entertaining than "we're safe because all the guns hit like they are .22 calibre". |
Re: Help a noobie understand critical hits
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That said, if your goal is to have guns be less lethal to everyone, PC and NPC alike, then just cut their damage back. Leave muscle-powered weapons' damage as-is or change it as you see fit. However, if you want the PCs to be hard to kill but not the NPCs, then you need to use different advantages/disadvantages and/or rules for each. The easy way is to give the PC's Luck and Combat Reflexes, and generally not give the NPCs those (and possibly also rule the NPCs flee or surrender when they take a major wound or get to 1/3rd HP). However, while it is entirely possible for a PC to get unlucky and take a bullet to the head and 'just die', or to fail their HT checks vs death when they take a hit from a 7d rifle to the chest (had it happen in one of my games), it's not at all likely, especially for 250-point characters with good HT, Fitness, Hard to Kill, etc., decent HP levels, and so on, especially if they have Luck. Head hits are not common, unless the shooter aims for the head (-7 to hit the Skull and thus get the x4 damage multiplier). Even Vitals hits (x3 damage) are easy for most shooters (-3). Hits to the limbs and extremities are capped for damage, so while they'll probably put someone out of a fight, they won't kill them, in and of themselves. The thing is, as Anthony has said, it's very hard to make guns seem dangerous in a game with making them dangerous. If people are throwing 7d rifle shots or bursts of 5d assault rifle rounds downrange, sooner or later someone's going to get hurt. Not getting hurt in situations means being very hard to hit (probably super-naturally so, which should require special advantages) or lucky. Systems that allow PCs to do this sort of thing 'seamlessly' have just baked this special status into the system, or (if it's universal) they've just nerfed guns and called it a day (which is fine if that's the outcome you want). |
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D&D3.5 changed that. They gave monsters better stats (a base spread of 13,12,11,10,9,8 rather than 3e's 11,11,11,10,10,10), so Orc Warriors had ST17, but they also swapped their Great Axes out and gave them 'Falchions', so they did 2d4+4 with a threat of 18-20/x2. Their base damage was thus only slightly worse, and they criticaled far more often, but they didn't get those huge damage spikes. Quote:
However, it took a bit to get to that point, which was the end of a series of pretty bad decisions by the players that brought them to that point, and at some point, if you're going to get yourself shot at, it's reasonable that there be dire consequences, in my opinion. |
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The convenient thing about doing it online is that it doesn't take appreciably more time to roll 84d6 than it does to roll 3d6. |
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Re: Help a noobie understand critical hits
I prefer not to roll 84 dice; it changes the statistical pattern. If you roll 6d, the standard deviation is 4.18 (so two-thirds of the rolls are between 16.82 and 25.18). If you multiply by 14, the standard deviation is 58.12. But if you roll 84d, the standard deviation is only 15.65. So that central range is 235.88-352.12 in the first case, but 278.35-309.65 in the second. In other words, rolling more dice makes the outcome substantially less random.
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Re: Help a noobie understand critical hits
The first rule (sometimes unwritten) in RPGs is that the rules are what the GM wants. End of story. If you don't like something, change it. However, if you then post it, expect people to disagree.
Most GURPS players will find it unreasonable to derate a firearm to ridiculous levels. As has been shown, there are many ways to NOT resort to that and still use RAW with other options that are mostly RAW. That being said, I also do not like critical hits (which is what you referenced in the OP) but would go with one or more of....
I treat critical misses similarly. Obviously, like most rule changes, there are downstream effects of the above that must be managed as well. Also, it seems a bit wonky to call the damage model, "...a bit silly...", b/c a hit to the head from a "...hunting rilfe..." (which is SPECIFICALLY DESIGNED to drop game dead or nearly so with the correct hit location) drops a character dead or nearly so. Regardless, your solution is perfect and 100% correct...for you. If your players like it, go for it. |
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The 3x damage hits are 2 in 216 after the chances of rolling the Crit in the first place. Cumulatively that's no better than 1 in c. 2000. I've seen lots of crits but never a bonus damage one. |
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If not you only really have to divide by the number of dice you rolled. (At worst, sometimes you could factor out the division.) 3 wouldn't be my favorite number to be dividing by. 2d/2 would be a lot easier, though a bit less central tendency. I'd consider 4d/4 easier as well. If you divided before multiplying by the target number of damage dice instead of after, you'd only be dividing a small consistent range, so it'd be pretty easy to just learn and also easy to make it a lookup table. (However, the curve would be kinda blocky since you'd only have 6 steps.) |
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Re: Help a noobie understand critical hits
I think this post got out of track a long time ago, and probably OP is not even reading it anymore.
Come on, guys. The first ideas of improving characters' survivability were nice, but then people got triggered because "don't mess with the gun cult." It's his game, if it works for him and his group, everything is ok. Most of the responses (and I read the whole thread) will just tell a new player to stay away from the community. It is not like we need a bigger player base /winky winky. Now for my 2 cents. Luck I disagree that Luck is fudging the dice. From what I got from my players, it's a way to have some control over the narrative. They always prefer to have Luck instead of not having it. Critical Hits and Critical Failures. If they bother you, and you think they don't work for your game, just get rid of it. You will not break the game or anything like that. Lots of folks in the community just rule that it bypasses active defenses, and roll damage normally. Some add full damage to that. Gun Damage You can either divide damage by 2 and add (2) as an armor division or use 3 instead of 2 (but I think that would break the system) or define an arbitrary value. Say revolvers and pistols are 1 to 2d. Shotguns 1-3d, rifles 3d. I saw many people using the divide by 2 and the system works fines. |
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OP said he just got swing and thrust columns mixed up. See post #137: Quote:
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