Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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That Mearls is/was entirely okay with this, and ran with it, I do not doubt. |
Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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B368 See also "the step in tactical combat" on B386. I've seen the not understanding that a step is not 1 point of regular movement before, but I don't quite understand why it happens. |
Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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On p.387 there are 2 instances where it is explicit that you can face _any_ Hex. When you take a Move action and spend no more than half your MPs or when you take All out Defense(Increased Dodge). The AoD(Dodge) might help as it allows you to change Facing on your Active Defense rather than your regular Turn. So on your opponent's Turn you AoD(Dodge and Retreat and get your Facing change in. then on your Turn you run for all your worth. <shrug>It is no doubt subject to criticism as a way to effectively Move when it's not your Turn and string Turns worth of actions together. |
Re: How to avoid killing your player characters as GM
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Obviously CRPGs are not TTRPGs, but hack and slash TTRPGing and CRPGing are close cousins. Quote:
Most maneuvers allow you to take a step. This lets you do one of the following: • Stay where you are! • Move one hex in any direction. • Go from a kneeling posture to a standing one (or vice versa) without moving. You may also turn to face any of the six hexes surrounding yours, before or after you move or change posture. -DF Exploits pg. 33 |
Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
Suppose hypothetically I declare a Wait: "after I retreat, Attack whoever just attacked me, then step away and turn to face directly away." Which of these scenarios can happen?
1.) My opponent and I start 1 yard away from each other with broadswords (reach 1 yard). He attacks me with a Rapid Strike. I retreat to two yards away but still get to attack him because of the Retreat. I then move back to 3 yards. He cannot attack me when I'm three yards away but he can step forward and finish his Rapid Strike against me from two yards away, because one yard of that came from Retreat. He must use his step or lose his second attack. His second attack counts as a runaround attack because he didn't start his turn to my rear. 2.) As #1 but I cannot attack him from 2 yards. I lose my attack. 3.) As #1 but he cannot finish his Rapid Strike against me even if he steps forward. He loses his second attack because I'm out of reach. 4.) As #1 but his second attack from two yards away counts as a rear attack (no defense) and not a runaround. |
Re: How to avoid killing your player characters as GM
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In the occult WWII campaign, the highest-damage attack I seemed likely to be in receipt of was 7d+1 from German rifles and LMGs. That's 25.5 average damage, with a death check on reaching -1*HP. Having 12 HP, which I'd started with, was clearly a bad idea, since I'd expect to make a death check on a single hit. Having 13 HP was much better: over a 50% chance of avoiding a death check. Getting hit several times would be deadly, of course. In over 150 sessions of that campaign, the only character who got killed in action died of his own Impulsiveness. He'd been hit once, survived a death check, and was in decent cover. However, he could not resist putting his head up to try another shot, caught another bullet and died. |
Re: How to avoid killing your player characters as GM
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In terms of personal hit points, you probably don't want to take point when seriously injured, but whether you want to retreat is largely dependent on how the battle as a whole is going, because it's generally better to have an organized retreat than fleeing piecemeal. This can mean retreating when entirely uninjured, or continuing to fight when seriously wounded. |
Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
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Re: How to avoid killing your player characters as GM
[QUOTE=Ulzgoroth;2498081 then you suddenly started reading it as being about whether you could turn both before and after the movement instead, [/QUOTE]
You have misread me. I was countering Anthony's choice to read "freely" as not only language with a technical meaning but the technical meaning that supported his interpretation. I offered different language that could be read as supporting my position as an example of possible overinterpretation.. As a general rule I do not believe that every word in a passage should be squeezed like a wine grape to get any possible rules information out of it. If the rules want to make something clear they will say so directly rather than leave it tot he reader to discover any and every possible hidden implication. So there are two places where the rules make "_any_facing" clear and explicit. In cases were they do not do so I read "facing change" to be one hexside by default. |
Re: How to avoid killing your player characters as GM
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My reading of it is that you can face any direction because "facing change" is not defined anywhere to be a single change, and a quick reality check says that it's extremely quick and easy to pivot up to 180 degrees either left or right, so there's no apparent physical limitation to overcome to achieve this. At any rate, I play/GM to allow the change of facing and it's never seemed broken. To not allow it would, however, seem an unreasonable restriction in most cases. |
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I do think the RAI is that a Step allows you to change as many hex-sides as needed, however. |
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By all means apply a pop-up penalty to an attack if you couldn't have seen it before you turned (unless characters have some advantage to mitigate, of course), but outside of that, there's no practical reason nor rule to say you shouldn't be able to end up on any facing. |
Re: How to avoid killing your player characters as GM
Something I found useful is to compare the typical weapons of the day to a bystander "typical" human of ST10, 10 HP, 0 DR. To such a person, three hits of a ST10 quarterstaff can reduce to 0 (1d6 cr), or one fine longbow arrow (1d6+2 imp) , to say nothing of firearms. THe simple answer is don't get involved in a battle.
If you are looking for survivable gunfights consider GURPS Gun-Fu's "Dodging Bullets" and "Bullet Time" on p.32. Consider "Buying Success" p. B347 to turn rolls such as Dodges from failures to success, or lots of Luck (or Super Luck), Serendipity to find conveniently sufficient Cover (consider Perks in Gun-fu related to this as well). |
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