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mook 02-06-2008 09:46 PM

Examples of 4e Combat
 
Howdy Folks -

Dismayed by the lack of full GURPS 4th edition combat examples, I've started a little project of my own to fill the niche, for the benefit of myself and others. The more feedback and corrections I can get the better, so feel free to look 'em over and point out the mistakes I've made (of which I'm sure there are plenty) - it would be much appreciated.

So far I've written nine examples - three melee (weapons), three close combat, and three ranged (more coming as I have time, and once I'm sure the initial nine are correct as written). My guess is that the close combat examples will have the most mistakes - I still seem to be a bit thrown by some of the grappling rules.

Suggestions as well as corrections welcome - the page is at:

http://www.themook.net/rpg/examples


Thanks!

AstralRunner 02-06-2008 10:54 PM

Re: Examples of 4e Combat
 
In the first round of the first close combat example, Zach Red moves into his opponent's hex to kick. This is a valid move, but is not necessary; kicks have Reach C, 1. It might be worthwhile to point this out in the description of that maneuver.

Gold & Appel Inc 02-06-2008 11:41 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by mook
I still seem to be a bit thrown by some of the grappling rules.

Ba-DUM-Dum-CHING! ;)

Daverius 02-06-2008 11:45 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by mook
Howdy Folks -

Dismayed by the lack of full GURPS 4th edition combat examples, I've started a little project of my own to fill the niche, for the benefit of myself and others. The more feedback and corrections I can get the better, so feel free to look 'em over and point out the mistakes I've made (of which I'm sure there are plenty) - it would be much appreciated.

So far I've written nine examples - three melee (weapons), three close combat, and three ranged (more coming as I have time, and once I'm sure the initial nine are correct as written). My guess is that the close combat examples will have the most mistakes - I still seem to be a bit thrown by some of the grappling rules.

Suggestions as well as corrections welcome - the page is at:

http://www.themook.net/rpg/examples


Thanks!

I think its really cool, the way you laid out the examples. This is great for beginner Gurps players who didn't have a chance to actually play the game but have read over the books. Good job! Right off the bat, I've noticed that you had your combatants roll for hit location. I think that is an optional rule. If the player doesn't declare a hit location than I believe it defaults to the torso.

FYI: From your first combat example. If you take more than half your HP in damage, then you have received a major wound and have to roll against HT or suffer Knockdown.

BTW great website

AstralRunner 02-07-2008 12:24 AM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by mook
32 points of impaling basic damage to the Skull - 2 DR leaves 30 points of penetrating damage. 30 points x the 4 wounding modifier for Hit Location: Skull = 120 points of damage. Zach's HP are reduced to -110 (and he has a shock penalty of -4).

LMAO! The shock penalty is a bit redundant at this point, wouldn't you say? Don't remove it, though. I love this line.

However, there is an error in this example: the rifle in question deals pi damage, not imp. Not like that helps Zach, though. Also, you cite -10xHP as the point beyond which there is no chance of survival. While technically true, he would be just as dead at -5xHP, which is the point of automatic death, barring powerful magic. -10xHP is usually the point beyond which that doesn't even work.

mook 02-07-2008 01:04 AM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by AstralRunner
In the first round of the first close combat example, Zach Red moves into his opponent's hex to kick. This is a valid move, but is not necessary; kicks have Reach C, 1. It might be worthwhile to point this out in the description of that maneuver.

Good call - this is supposed to be a learning tool after all.

Quote:

Originally Posted by mook
I still seem to be a bit thrown by some of the grappling rules.

Quote:

Originally Posted by Gold & Appel Inc
Ba-DUM-Dum-CHING! ;)

OMG - can't even believe I missed that when I typed it!

Quote:

Originally Posted by Daverius
I think its really cool, the way you laid out the examples. This is great for beginner Gurps players who didn't have a chance to actually play the game but have read over the books. Good job! ... BTW great website

Thanks very much.

Quote:

Originally Posted by Daverius
Right off the bat, I've noticed that you had your combatants roll for hit location. I think that is an optional rule. If the player doesn't declare a hit location than I believe it defaults to the torso.

That's correct, and in my own games I don't bother rolling random hit location either (unless it truly would be random - as you say, I just default to torso unless another target is specified). However as I'm trying to keep, as much as possible, every single RAW option 'turned on', I figured I'd include the random Hit Location rolls too.

Quote:

Originally Posted by Daverius
FYI: From your first combat example. If you take more than half your HP in damage, then you have received a major wound and have to roll against HT or suffer Knockdown.

Absolutely right - in Turn Four, Arthur suffers a Major Wound and it isn't stated. The first mistake!

Quote:

Originally Posted by AstralRunner
LMAO! The shock penalty is a bit redundant at this point, wouldn't you say? Don't remove it, though. I love this line.

Hahaha, yeah, the dude's definitely in trouble. :D But I figured if I *didn't* note the shock penalty, someone would point it out as an errata.

Quote:

Originally Posted by AstralRunner
However, there is an error in this example: the rifle in question deals pi damage, not imp. Not like that helps Zach, though. Also, you cite -10xHP as the point beyond which there is no chance of survival. While technically true, he would be just as dead at -5xHP, which is the point of automatic death, barring powerful magic. -10xHP is usually the point beyond which that doesn't even work.

Oops - nice catch on the sniper rifle damage, and the HP thresholds.


Thanks a lot for the corrections folks, I'll fix 'em up tomorrow sometime. If you notice any more, please let me know.

After these nine are thoroughly picked over I'll do a few with more advanced weaponry (nothing past a modern firearm yet), maybe a shield bash or two, an arm lock, etc. There's a lot to cover, even limiting myself to the Basic set!

Hai-Etlik 02-07-2008 01:32 AM

Re: Examples of 4e Combat
 
In example one, turn two. You have green spending a movement point on an Attack manoeuvre. MP only occur in a Move, Move and Attack, All out Attack, or All out Defence (Increased Dodge) manoeuvre (B387). What he is actually doing is taking a step.

I'd replace:

"Spends 1 Movement Point (MP) to move forward 1 hex"

With something like:

"Has a step of 1 and uses it to move forward one hex."

The same things shows up in a few other combats.

AstralRunner 02-07-2008 02:22 AM

Re: Examples of 4e Combat
 
I would also recommend including at least one example in which an unarmed combatant losses a hand from an armed parry, or at least losses the use of one.

Smirg 02-07-2008 03:17 AM

Re: Examples of 4e Combat
 
In melee 2 with a nasty GM, Zachs Wait wouldn't trigger. He specifies to strike the first enemy who approaches with his axe, while he has a mace ready (he probably doesn't even have an axe).

Of course, this is a minor detail...

Daverius 02-07-2008 04:26 AM

Re: Examples of 4e Combat
 
In the close combat example, Arthur grapples Zach with two arms. Zach attacks Arthur and Arthur parries. I think it says that if you are grappling with both your hands, then you can not use them, unless you opt to grapple with one hand.


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