Re: Examples of 4e Combat
Nit-pick on the scope FAQ. I believe that a variable power scope only allows you to set your high power scope to a lower value, to reduce the time you spend aiming. What the book says is
With a fixed-power scope, you must aim for at least as many seconds as the scope's bonus. With a variable-power scope, you may Aim for fewer seconds, but this reduces your bonus by a like amount. B412 (stolen from your site) Now, if I set my x3-x9 scope to x9, there is no difference between it and a x9 fixed scope. However, what I can do is dial the scope down to x3, and it takes much less time for me to acquire a target. All the book says is that I may aim for fewer seconds but this reduces the bonus. It doesn't say I get +1 bonus per turn. Now, I'll admit that this is very open to interpretation, but I don't see why two x9 scopes that differ only in whether they are called "fixed" or "variable" get a +3 bonus at the end of three turns of aiming vs. +1 per turn for three turns. I would say that changing the scope to a different value would require a ready maneuver, as it requires about as much effort as changing a weapon from single-shot to full auto using a fire selector switch and a ready maneuver is suggested for this.(HT82) |
Re: Examples of 4e Combat
In Melee Combat Two, Turn Four, you've got Green doing an All-Out Attack (Double), rolling against his Shortsword skill, when in fact he has Broadsword. Other than that, great stuff, keep up the good work!
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mook,
I spotted several problems in the beginning, but the hive mind has corrected them by now. I just want to thank you for the combat examples. Keep up with the good work! Cheers, M. |
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Will do Mercator, thanks for the encouragement.
You folks on the forums have been doing a great job of keeping me on my toes and polishing the rough edges. :) |
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We're going to try to put together a "Tome of Combat" for our group, so we at least have a chance of finding the relevant rules, never mind applying them correctly! |
Re: Examples of 4e Combat
What I do personally is to have characters have a Modus Operandi.
Attack maneuvers, defensive maneuvers, what to use against armored foes, what to use against multiple foes, etc. Essentially, how would they fight, and when? Just listing some of your favored attack options is great. Scribe down beats if you're strong, feints if you have a decent DX, and a Ruse if you have a decent IQ. In fact, sometimes it's best to have a good mix of characters, each having their own abilities in combat! Then, as all of your "favorite" rules are scribbled down, others can use them if it comes up. For instance, the gunbunny can hand over the ranged mods to the knife fighter that finally decided to throw his knife, etc. |
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Most of the reason it takes me so long to write these is I'm a bit of a stickler for perfection, and just the formatting of the html itself; plus, in actual play there are probably a few optional rules here and there that I wouldn't be using. I find the GURPS Combat Cards to be extremely helpful while playing (I even made up my own for 3e before they were official) - print up a set for each player, then they can just pick the card matching their maneuver for the turn and (in theory) have all the rules they'll need right there on the card. I also think it's important to distinguish between these examples as a learning tool, sort of a theoretical review, and running real games. In actual play, like Lonewulf mentioned, players tend to choose the same actions in combat, so the group quickly picks those rules up - no need to learn the rules for, say, hollow point bullets until someone in the group plans to use 'em. Wow, that was longer than I intended, oh well - mostly just wanted to say that in actual play I think GURPS runs just fine, and the rules get picked up pretty quickly. |
Re: Examples of 4e Combat
I tried an alternate formatting for the examples - don't really like it, but thought others might want to take a peek:
http://www.themook.net/rpg/examples/...php?id=one-alt |
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So I say; please keep the current one :) Btw. in this example (Melee 1), in turn 2, when Arthur Green parries. You might want to note that he could make a retreating parry for +1 to skill. I see no reason why he shouldn't do so as they both have the same reach of weapons there is no drawback, and he would increase his chance to parry by 12,5%! (from 9 to 10)). The same goes for all the dodges. I have never seen a GURPS combat were people do not retreat at every possible chance they get (unless of course they face someone with longer reach). [Edit] Turn 3. You note his arm is crippled because of the Accumulated Wounds rule. You should note that this is an Optional rule, not everyone use it, I don't. If your examples are supposed to be a help for newbies I don't think you should include optional rules, and if you do, you should clearly note them as such. Not that it matters for the rest of the combat, but you might also note that when he is 'knocked down' he drops his mace. This means he can't use it to parry against the next attacks. Turn 4. The prone Zach Red has a dodge of "0". This is not true. Shock does not give a penalty to Dodge (see page 419 "Shock" and p.421 "Temporary Attribute Penalties"). Had he not managed to succeed his HT Stun-check however, he would have been at -4 from that. Also I am unsure if you should halve dodge before or after modifiers. I think you are right, that it is before. So it would be 8/2 -3 = 1... not much better than before, ehe. Hmm I wonder if being prone prevents you from making a retreating dodge.... I'm gonna start a new topic about that. Melee 3. You might want to note that their dodges are lowered by 1 because of their encumbrance, seeing as you include the encumbrance in the example. Turn 1. I think that you should note that he gets -4 to his attack for the 'Move and Attack', it would matter if he only had 11 or 12 in skill. Also, why is he running all the way into Reach 1? when his weapon has Reach 2 and the opponent do not? Wohoo, now they take retreating actions. Ehe. Ok so you hadn't "forgotten" about it. But I still think it should be in the earlier examples as well, as it is one of the most fundamental combat options. Turn 3. Spending FP for Extra Effort in combat is an optional rule. ... hey why doesn't Arthur Green retreat when he parries? Unarmed combat 1. Turn three. Zach is noted as suffering from Shock -4 when he is lying prone and trying to dodge. He shouldn't be. I know this is just a typo as you note that he gains shock when the punches hit home. You note "As this was a hit to the Face sufficient to cause a Shock penalty, Zach would normally check for Knockdown and Stunning; however, he is already prone and suffering Stun." You should still roll as a Failure by 5 or more means he passes out. Unarmed combat 2. You could include a few more options in this example instead of the many Deceptive attack. For instance one of them might benefit more by taking a 'Feint' manoeuvre. Turn four. You might want to note that not only can Arthur Green not parry because he is using his hands... he can't not make a retreating dodge either (unless he lets go). Actually even if you do not want to include this, I think you should rephrase it. right now it sounds as by the rules, he can't parry as he is grappling with both arms. He could chose to parry with one arm, letting go of Zach with that arm, while maintaining a grip with the other. --- Just wanted to add in that I really, really like your examples. I think it's a great initiative and a great tool for newbies. I plan on sending a couple of new players in my current campaign your way so that they get a better understanding on the combat rules. |
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Lots of responses!
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All of the corrections/clarifications mentioned in the post above have been made.
I also lowered Arthur's Parry in Melee Three, Turn Three by -4, as he is trying to Parry a Morningstar (Flail, B274). |
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I didn't have time to look at the Range combat examples yesterday. But now that I had I have a few comments to those as well:
Ranged Combat 1. Turn Seven. Zach's roll against Knockdown/Stunning should be at -5 as it is a major wound to the vitals (p.420). Ranged Combat 2. Turn 1. As noted on p.412 Scopes are variable unless otherwise noted. Meaning that he would get +1 from the scope on the first turn, +2 on turn 2 and +3 on turn 3. So it would be: Turn 1: 6+1 = +7 Turn 2: +2 = +9 Turn 3: +2 = +11 The result is the same but as the book clearly states that Variable is the default assumption I think it's better include that in your example. "Zach's HP are reduced to -110 (and he has a shock penalty of -4)" LoL, nice touch, hehehe. You could include a single line or two about what the result would have been had Arthur missed his attack roll by 1 (hitting the torso). Just to emphasize the difference between a headshot and a hit against an armoured torso. Ranged Combat 3. Turn 3. When Zach fires his last shots at Arthur he should gain an additional -2 from Arthur being prone. |
Re: Examples of 4e Combat
I'm still enjoying the combat examples and have already sent one of my players to look at Mook's site.
I think I have another nit, but this time I'm not sure I'm right. In Close Cbt Example #3, Green suffers -4 shock due to Red's first turn attacks and therefore has the shock penalty during his first action (Ready (broadsword)). However, Green is still listed as having the same shock penalty during his second turn action (Ready (knife)). My understanding is that the shock from turn #1 should go away before Green's 2nd turn action. -- The Bearded One |
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In Turn 3. Arthur makes a retreating parry with his knife and gets +3 thanks to his retreat. He should only get +1 as a knife is not a fencing weapon. Only fencing parries gets +3, normal parries only get +1. Arthur would be much better off making a retreating dodge. When Arthur then takes 9 damage to vitals this is a major wound against vitals, so he should roll knockdown/stunning at -5. |
Re: Examples of 4e Combat
In Melee 2, Turn 2 Arthur Green suffers shock penalty (Zach waited and hit successfully).
Then, on Turn 3 Arthur is penalized again (for that same hit). I guess the shock should not affect him on Turn 3 anymore? -Cursed |
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Thanks again all for taking the time to read these over - I'm beginning to think I got more wrong than right! |
Re: Examples of 4e Combat
Hi, since I'm a noob regarding combat, i'd like to ask you one thing.
The description of deceptive attack says, that you have a penalty to your skill, when you make that attack. So could you point me out to the rule that says if your parrying is unaffected by your deceptive attack? thx in advance. |
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I'm not sure that there's a page reference for this, it's just that there's nothing in the description of Deceptive Attack to suggest that your defences should suffer. |
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The -2 to your own skill is *just for that attack*, not for parries, other skill uses or whatever (for example, if you deceptively attack for -4 to skill, and later during your same turn an opponent tries to feint you, in following the contest of skill you use full skill, not skill -4). |
Re: Examples of 4e Combat
Close combat 3, on round 3:
Zach kicks: Maneuver: All-Out Attack (Strong), Hit Location: Vitals, Lethal Strike (B404), Kick (Arthur) But he injures his fist: He suffers 1 HP of injury to his right hand, and a shock penalty of -1. (Damage tells that it should be punch?) -Cursed |
Re: Examples of 4e Combat
In Ranged 3, turn 4, Zach suffers an Major Wound and rolls for Knockdown and Stunning. The roll should have a -5 because the Wound is in the Vitals (p. B420).
Cheers, M. |
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To build on this, the penalty for Deceptive attack is similar to penalties for hit location - drive attack skill changes only. |
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Regarding the Deceptive Attacks affecting Parry, I don't think that's the case either, though I haven't found a specific citation. The closest I see is B421, talking about attribute reduction (not skills): "Defensive reactions that don't require a maneuver to perform - active defenses, resistance rolls, Fright Checks, etc. - never suffer penalties for attribute reductions." |
Re: Examples of 4e Combat
Close Combat 1, Turn 3. Won't Arthur have to change posture to punch the prone Zack?
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You're right, it's in MA. If a standing man wants to use a punch or reach C weapon against a prone man he has to nearly crouch, which gives -2 to the attack.
So no actual need to change position, but it does give a penalty. I thought you did plan to introduce MA, waiting for future examples? |
Re: Examples of 4e Combat
The number of additional options, rules, and even just clarifications in MA is pretty daunting, almost like a second full combat system on top of the first - I think I'm going to need to stick with Basic for quite some time (http://www.themook.net/rpg/examples/...p?id=faq#other).
That doesn't mean I wouldn't post MA examples submitted by others before I get there myself though. :) |
Re: Examples of 4e Combat
I was looking at Close Combat 4, firstly it's not in the directory.
Turn 2: Zack's HP is 10, so wouldn't the maximum damage be 5+1, so 6 instead of 8? Also T2: Arthurs AoA(Strong) is never resolved after Zack failed to parry. T3: You should just have Zack punch his Lethal Strike, you say kick but you forgot to add the -2 penalty for kicking and you later say he hurt his hand. |
Re: Examples of 4e Combat
Hiya Pesterfield -
It sounds like you were checking out Close Combat Four before I had finished it lol - that's why it wasn't in the directory or the navigation pane (and why everything was a mess). Having said that - hooray, I finished another one! :D Close Combat Four is now complete and ready to be torn to shreds. (All of the points you made should be resolved in the completed page, Pesterfield, let me know if you notice anything amiss now). |
Re: Examples of 4e Combat
Close Combat 4
T1: Zack should roll against 11(-5 for face, -2 for kicking) T2: Zack rolls at 10((-4 to hit a weapon of reach 1, -2 for Disarm, -2 for kicking) Quote:
Kicking is always -2 added on top of everything else, unless you have a technique. |
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Close combat 4.
Turn 2. Zach is making a feverish retreating dodge while lying prone. He should get -3 to his parry for being prone. Turn 3. After Zach has raise himself to a kneeling position you should remove his -4 Shock. I still think these examples are great. I have pointed a few new GURPS players to them. I am still waiting to hear their opinions about them. I'll post their feedback here if you like? |
Re: Examples of 4e Combat
Been trying to spot reference to Prone in the posts here but 116!
In Close Combat 1, being Prone is penalised at -3 but in CC2 it gets -4. I can't find Prone in the RAW (except for knockdown = Prone), so I haven't a clue what it should be. What page is Prone at? |
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This is how I think it should be: Turn 2. Zach falls prone because Arthur parries his kick with his sword. Arthur then tries to stab him but Zach makes his retreating parry. Turn 3. Zach rises to Kneeling. He is still suffering from the -4 Shock penalty. But as soon as he is done changing position, his turn is over and he has no more Shock anymore. So when he has to Parry again he shouldn't be suffering from Shock. (Not that it matters for the result, but still). It is just the "Shock: -4", from the following I would have you remove. Quote:
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Zach suffers shock during his second turn - B419, suffer shock "...on your next turn only". So, for the entirety of Zach's third turn, he is suffering shock, which is gone by the time he starts his fourth turn. I think we're seeing the actual rule the same way, but disagreeing on how it's written in the example? Putting "Shock: -4" in the header of Zach's third turn to me means he is impaired by shock for his whole third turn; in the header of his fourth turn it's no longer there. His turn is over once he's done changing position, but up until that point the shock was in place. |
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I've been assuming it's more like 'suffer shock penalties immediately (i.e., for the remainder of the turn in which they're inflicted) and then for the duration of the next turn'. |
Re: Examples of 4e Combat
This line...
TURN THREE Zach Red HP: 6, FP: 9, Shock: -4 Maneuver: Change Posture (Prone to Kneeling) ... and the line before it are fine. Those should have the shock penalty. It is everything after this that should have the shock penalty removed. |
Re: Examples of 4e Combat
Fixed (I think/hope/pray :) )
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That looks right to me.
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Cool - I appreciate everyone continuing to beat their head against the wall when I just don't seem to be getting it. Maybe I should stop working on these with the tv on in the background. :P
Next one in the pipe is Ranged Four ... same as Ranged Three, but the shooter misses by one so gets a Torso hit instead of a Head shot. |
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Which in my reading implies, that you don't suffer from it neither the turn you wehre hit nor two turn after it - but only on your next turn. |
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If your opponent damages you and inflicts shock, you have no opportunity to do anything that would incur the shock penalty until your next turn (when all agree the shock penalty would be in effect); if you damage your opponent and take damage that inflicts shock on yourself (say from attacking unarmed), you still have no opportunity to do anything that would incur the shock penalty until your next turn. The only possibility might be if you attack your opponent and are interrupted by a Wait-Attack and suffer damage that inflicts shock...but I would imagine in that case that resuming your interrupted turn is the same as 'your next turn', so even then there's no chance of incurring the shock penalty until your next chance to declare a maneuver. Um, don't mind all that, mostly just 'thinking out loud' through the keyboard - the only place this should come up is on the 'action headers' in the examples, I agree I shouldn't put the shock penalty there until the following turn. (Combat is beginning to remind me of my heavy Magic: the Gathering days, scrutinizing 'when does an interrupt resolve', 'when does an instant occur', etc. :D) |
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This is the way I play it in-game myself. But during this discussion I reexamined the rules and just following the strikt word - it actually would mean that shock effects apply only on your next turn - which leaves very litte room for interpretation. And since you try to striktly model your examples after RAW I thought it worth being pointed out. So after all my wish of clarification has grown and I would very much appreciate an official ruling from Kromm or someone the like. |
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And that's also why it has to be defined for "the whole of your next turn", as from your first action in the turn after being injured until you can act again the turn after that, not just for the part of your turn where you take an action. |
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So if you attack whilst prone you get -4 but your defense is at -3. So Close Combat example 1, Turn 2 (?) when Zach is prone after the injury to his hand his defence is actually at -3 for being Prone PLUS -4 for being Stunned (B548-550)... Yup, it's in there now. Nasty:) If your HP is 10, crippling an extremity takes >1/3 HP or 4 wound points , yes? Is it dismembered (destroyed, irrevocably crushed etc) at >2/3 HP, i.e. 7 wp, or 2xCrippling wp, i.e. 8 wp? How about if the damage was 7 from a pi- weapon, i.e. 3.5 wp... Crippled hand/foot or just darn close? |
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Is it simpler to say, you're in Shock from the instant you are hurt until you have completed your next Action? |
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EDIT: Seeking counsel from the community at large: http://forums.sjgames.com/showthread.php?p=537205 |
Re: Examples of 4e Combat
Gah - this is at least the second time I've done this, most uncool. I could've sworn I checked the FAQ, but there it is, clear as day:
http://www.sjgames.com/gurps/faq/FAQ4-3.html#SS3.4.5.2 "You take shock penalties the moment you get hurt, and suffer them until the end of your next turn." Good enough for me. |
Re: Examples of 4e Combat
How about a melee expample with a charging char with shield agains a waiting spear man?
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Cheers, M. |
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Some 2:2 or 2:3 encounters would also be helpful.
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Just popped in to let everyone know I'm still out here chipping away when I can. :) |
Re: Examples of 4e Combat
Very nice; I have bookmarked the site :-)
Any chance this sort of thing could be pitched to Steve Jackson as part of the e23 lines? I am thinking a simple "combat tutorial" like this in a printble PDF form would be pretty cool. (sorry if this has already been asked) |
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-- The Bearded One |
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I've toyed with the idea of submitting to e23, but that wouldn't be for a while - I imagine I would need many more examples, across a wider variety of combats. I will be converting the individual examples to PDF at some point soon though - quite a few folks have mentioned wanting copies of the examples for their off-line players. Quote:
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Just a thought. You could do the pdf like a test, lets say green will do a step and attack red will do all out defensive with retreat rolls 15,12,9,7 so a reader should try to figure the result of the round and then check the result with the normal explanation.
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Pecete, why complicate straight forward examples like that?
If you do make them PDFs I hope they also stay, and you keep adding to, simple .html pages. It's no hassle to open PDFs, but I'd rather not bother. |
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http://www.themook.net/rpg/examples/...dex.php?id=two Quote:
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Update: added a fourth Ranged example, a variation of Ranged Two, using APHC rounds for a hit to the torso instead of a head shot. Hopefully errors were kept to a minimum - have at it! :)
http://www.themook.net/rpg/examples/...ex.php?id=four |
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Oh no I *didn't*!
Thanks Pesterfield - fixed. :) |
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I'm sure I'm admitting my lack of GURPS 4e geekiness with this question, but.... In Ranged Cbt #4, on the 2nd and 3rd sniper shots, the shooter gets the +6 Accuracy bonus but not the +3 Scope bonus; why?
The rest of Ranged #4 looked quite good to me. You may want to put in a page reference pointing to special effects of crippling the leg or potential special effects for the face shot (if the target hadn't died). -- The Bearded One |
Re: Examples of 4e Combat
Rules for scopes are given on B412, I've summarized a bit here:
http://www.themook.net/rpg/examples/...?id=faq#scopes Basically you have to Aim for a number of turns equal to the bonus to get the bonus ... so you have to Aim a +3 scope for 3 turns, a +5 scope for 5 turns, etc. Your geek-cred is safe. :) |
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Could you guys check out these temp PDFs and let me know what you think? PDF isn't exactly my forte, I basically just hit 'Create From File' and let it do its thing - don't really want to spend much time having to reformat and prettify each one, I'd rather be working on new examples.
One has color, one is black and white except for the character names - I thought leaving the colored 'boxes' around each character might defeat the purpose of PDFing them, namely ease in printing: http://www.themook.net/rpg/examples/pdftest01.pdf http://www.themook.net/rpg/examples/pdftest02.pdf |
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The first one (with full color boxes) looks prettier, but the second will be easier to print for most folks.
-- The Bearded One |
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I'm not sure if anyone pointed this out, or even if I am correct. But in close combat four, Zach moves in and attacks twice. Arthur retreated and dodged twice. I believe you can only retreat once per turn, so he should have received the +3 dodge bonus for one dodge, not two.
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Had to look it up to be sure though - point out possible errors any time! Also, I was inadvertently still giving Arthur his rifle's Accuracy bonus on rounds he wasn't Aiming in Ranged Example Four ... that's been fixed. |
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