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Captain Joy 07-28-2009 04:19 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by Gold & Appel Inc (Post 826547)
4e Campaigns p 420: "Knockdown and Stunning [snip] Modifiers: -5 for a major wound to the face or vitals) [snip]"

Ah! Then maybe it would be better to change "(-5 for Hit Location: Vitals)" to "(-5 for major wound to vitals)". Or, maybe don't change it and assume not everybody is as dense as me.

mook 10-31-2009 02:32 AM

Re: Examples of 4e Combat
 
Howdy Folks!

Been a long time, but I've given the Combat Examples page a little love and corrected all of the errors reported since the last time I updated. For the future:
  • First and foremost I want to begin posting some very basic and streamlined examples that do not use all optional rules - so hopefully there will be some 'quick and dirty' combats posted soon.
  • I'm afraid I still haven't posted an example submitted by The Bearded One well over a year ago! Naturally I'd like to get that done (sorry Bearded One!)
  • Many of the PDF versions of the examples are not as up-to-date as the web versions. Until I get that done please be aware that if you download a PDF it may still contain known errors that have already been corrected!

Changes made are as follows:

Quote:

Originally Posted by pecete (Post 569436)
Not sure about this, but in melee 4 turn 2 Zach Red tries to parry the shield rush of Arthur Green, my question is is the slam atack of AG considered a Heavy weapon for parry purpouses(B376)?

Quote:

Originally Posted by Lonewulf (Post 569439)
Yes. It is equivalent to your ST.

Melee Four, Turn Two - Added a check for weapon breakage. (Just attempting a Parry triggers a check for weapon breakage right? You still check even if the Parry was unsuccessful?)

Quote:

Originally Posted by Dinadon (Post 784001)
Ranged Combat 4 -Turn 6
1. Zach's last turn was to recover from stun, the defense penalty for stun lasts until his next turn. Thus he should be at a further penalty.
2. Even without that, he's rolled 10 more than his effective score. This is a critical failure, and should at least be indicated as such.

Quote:

Originally Posted by Phoenix_Dragon (Post 785679)
Ehh, I'm not so sure at that. I guess the sentance in the rules can be read kind of ambiguously, but it seems to say that you recover from the stun when you make your HT roll (And the end of your turn). Since the -4 is a property of being stunned, that would mean you wouldn't have that penalty after having recovered from stun, even if you haven't gotten to your next turn yet. The "subsequent turns" part seems to be referring to the "act normally" (It seems odd to "recover from stuns" on "subsequent turns").

Though looking at that made me notice something I hadn't really payed attention to... Because a stun forces you to take a Do Nothing maneuver, you wouldn't have to roll to remain concious when you're stunned (Such as his action in turn 5). Not that it mattered much for that fight, because even on a Do Nothing maneuver, you have to roll to stay concious if you attempt a defense that turn, though it would delay the unconciousness roll until his first attempted defense, in turn 6.

Ranged Four, Turns Five and Six - Pretty sure Phoenix_Dragon is correct about the timing of the penalty, so no change there, though I did add a note about the critical failure for rolling 10 or more over his target. Also moved the HT check to avoid unconsciousness down into Turn Six.

Quote:

Originally Posted by gilbone (Post 826288)
This is a long thread, someone has probably already mentioned this...

Ranged Combat 4, Turn 4

"Also, as he now has less than 1/3 his HP, his Move and Dodge are halved.

Am I wrong or should he only move 2 yards, being at 1/2 Move?

Ranged Four, Turn Four - Lowered Zach's Move from 5 yards to 2 yards.

Quote:

Originally Posted by Captain Joy (Post 826351)
Ranged Combat, Example One, Turn Seven:
I don't have my books with me, but I don't think a location penalty should be applied to the HT roll against Knockdown and Stunning.

Quote:

Originally Posted by Gold & Appel Inc (Post 826547)
4e Campaigns p 420: "Knockdown and Stunning [snip] Modifiers: -5 for a major wound to the face or vitals) [snip]"

Quote:

Originally Posted by Captain Joy (Post 826666)
Ah! Then maybe it would be better to change "(-5 for Hit Location: Vitals)" to "(-5 for major wound to vitals)". Or, maybe don't change it and assume not everybody is as dense as me.

Ranged One, Turn Seven - Changed to "-5 for Major Wound to the Vitals" for clarity.


Quote:

Originally Posted by Philomath
(from my forums) I just noticed this also (close combat 2 turn 6). Knockdown (B420) says you drop anything you were holding.

Close Combat Two, Turn Six - Changed the example so Arthur does lose his Grapple when he suffers Knockdown. Also added an entry to the FAQ. "if you were holding anything, you drop it" seems like it would include holding other people as well as things?

Quote:

Originally Posted by Gold & Appel Inc (Post 783544)
Close Combat #4, Turn #2:
"Dodge is Basic Move +3" should read "Dodge is Basic Speed +3," with Zach's Dodge adjusted accordingly.

Quote:

Originally Posted by trooper6
Zach's Parry is half his skill +3 +1 (for combat reflexes). Missing Legs gives a -6 to any skill the required the use of the legs, the descriptor text of Crippled Legs points out that this includes all melee and unarmed combat skills. So Zach's Karate skill is dropped by 6. This makes his Parry 6 (half the new Karate skill of 12) +3 +1, then add the conditional modifiers (+3 Retreat, -3 Prone, +2 Feverish Defense)...or 12. Which would have meant that he missed that Parry.

Close Combat Four, Turn Two - Made both of these corrections (though I did change Zach's Parry roll so he would still succeed).

Close Combat Four, Turn Three - Made a note that since Zach failed his unarmed parry against a weapon, Arthur could choose to either strike his original target or the arm Zach attempted to parry with (B377).

Ragitsu 10-31-2009 02:49 AM

Re: Examples of 4e Combat
 
Spell combat. Awesome.

Gold & Appel Inc 10-31-2009 02:45 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by mook (Post 876236)
Been a long time, but I've given the Combat Examples page a little love and corrected all of the errors reported since the last time I updated.

Awesome, thanks! :)

Melee 4, Turn 5: Zach should either be at a -2 to hit because he is still in a Kneeling posture (Basic p 551), or using his Step to rise to a Standing posture in addition to the change in facing (p 368), but it doesn't alter the outcome.

mook 10-31-2009 05:25 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by Gold & Appel Inc (Post 876428)
Awesome, thanks! :)

Melee 4, Turn 5: Zach should either be at a -2 to hit because he is still in a Kneeling posture (Basic p 551), or using his Step to rise to a Standing posture in addition to the change in facing (p 368), but it doesn't alter the outcome.

Thanks for the catch Gold & Appel Inc! Fixed.

mook 11-03-2009 12:59 AM

Re: Examples of 4e Combat
 
Tinkered for a while tonight with a new example that doesn't have all the options turned on. A lot of folks have asked for "quick and dirty" GURPS examples, this is my attempt.

Basically, this is the original Melee One, now named Melee One - Full Options.

And this is Melee One pared waaaay down, named Melee One - Basic.

Differences from the Full Options Example:
  • No Flexible Armor and Blunt Trauma (B379).
  • No Hit Locations - all hits are to the torso (B398).
  • No Major Wound or Knockdown and Stunning (B420) in Turn Four.
  • No check for Fatigue Loss (B426) after the battle.
  • No Bleeding (B420) after the battle.

Just poking around for a little feedback before I start making more changes. I considered maybe taking out the Shock penalties too, but that seemed just a little too basic. Thoughts?

Stripe 11-03-2009 02:25 AM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by mook (Post 877667)
Just poking around for a little feedback before I start making more changes. I considered maybe taking out the Shock penalties too, but that seemed just a little too basic. Thoughts?

I don't think shock is optional.

mook 11-03-2009 02:37 AM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by Stripe (Post 877686)
I don't think shock is optional.

True, but neither are any of the other rules listed, with the sole exception of Bleeding. But I think many (most?) groups don't use 'em ... so I'm trying to find where I should draw the line of what constitutes "bare minimum GURPS" (since in the larger sense, all rules are optional).

Not exactly sure how quick and dirty the "quick and dirty" examples should be.

mlangsdorf 11-03-2009 06:26 AM

Re: Examples of 4e Combat
 
I'd think that Knockdown and Stunning are essential parts of the GURPS experience. The rest of the stuff you mentioned can safely be left aside, I think.

mook 11-05-2009 07:29 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by mlangsdorf (Post 877715)
I'd think that Knockdown and Stunning are essential parts of the GURPS experience. The rest of the stuff you mentioned can safely be left aside, I think.

I'd think that Knockdown and Stunning are essential too, but I think those looking for 'quick and dirty' GURPS are trying to emulate the "I bash him until his hit points are below 0 and he dies" type of mechanic. Gonna leave 'em out for now.

I was hoping to have Basic examples for all four Melee examples to post, but unfortunately it took a lot longer than I'd anticipated - I only finished number Two.

Here's the original Melee Two, now named Melee Two - Full Options.
Here's Melee Two - Basic.

As always, appreciate any other eyes that pass over 'em. I'm worried about introducing new errors into examples that have already been community vetted!

Ragitsu 11-06-2009 08:43 PM

Re: Examples of 4e Combat
 
Picture this:

A character on a bike, armed with a submachine gun versus a footbound character armed with an assault rifle/carbine.

That could make for an interesting combat example.

captaincomic 10-24-2011 09:28 AM

Re: Examples of 4e Combat
 
I'm new to GURPS and was reading your combat examples. Thanks for creating them, they are very helpful!

But I'm a little confused on how scopes work. (B412)

In your FAQ you write

Quote:

A variable-power scope set to "+3" would function identically to a fixed-power scope of +3;
This sounds like there is no difference at all between variable-power or fixed-power scopes.
Or does it mean you "set" the variable-power scope to a value at some point and then it behaves exactly like a fixed-power scope of that value? Say you have a variable scope of +5, but you set it at +3, so it behaves like a fixed-power scope of +3? I cannot see why it would work like this.

From B412 I read it differently. The fixed-power scope works like your example:

Quote:

Turn 1: Aim - get +6 for weapon Accuracy (total +6, no bonus from scope yet)
Turn 2: Aim - further +1 for Aiming (total +7)
Turn 3: Aim - further +1 for Aiming, +3 for scope (total +11)
Turn 4: Aim - no further bonuses, total bonus is +11
But if you had a variable-power scope of +3, I think it would work like this:
Turn 1: Aim - get +6 for weapon Accuracy, +1 from scope (total +7)
Turn 2: Aim - further +1 for Aiming, +1 for scope (total +9)
Turn 3: Aim - further +1 for Aiming, +1 for scope (total +11)
Turn 4: Aim - no further bonuses, total bonus is +11

So the result after 3 or more turns of aiming would be the same, but it you only aim for 1 or 2 turns the variable-power scope is better. And you don't need to set the variable-power scope in advance, just aim for as many turns as you like at get the bonus.

mook 10-24-2011 12:23 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by captaincomic (Post 1267269)
I'm new to GURPS and was reading your combat examples. Thanks for creating them, they are very helpful!

Welcome to GURPS CaptainComic! I'm glad you found the examples helpful.

Quote:

Originally Posted by captaincomic (Post 1267269)
But I'm a little confused on how scopes work.

You're not alone! :) Scopes are addressed in the Basic Set, High-Tech, Gun Fu, and Tactical Shooting - but in none of those books is there an official, turn-by-turn example. You'll need to decide for your own group which way to handle variable-power scopes.

One interpretation is the one you posted, i.e., variable-power scopes provide a +1 bonus per turn of Aim, up to their max. This is of course perfectly playable, and many others share this view.

The second interpretation is that variable-power scopes differ from fixed-power only in the fact that they can be adjusted. A +9 variable-power scope used at, say, +5 magnification is functionally equivalent to a +5 fixed-power scope (and so does not provide an incremental bonus).

After much discussion, this was the interpretation I decided on as RAW (Rules As Written) for the examples, primarily for two reasons:
  • The text of page B412 says, "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." It does not explicitly say that variable-power scopes provide a +1/turn bonus, that has just been the most common interpretation.
  • In a "real world" sense, a variable-power scope really is functionally the same as a fixed-power scope. The only difference is that it has a little dial that can be adjusted to change magnification. Personally I don't see that justifying a per-turn bonus - the variable-power scope isn't doing anything differently in combat, from second-to-second, than a fixed-power scope would. Possibly in a game with Ultra-Tech equipment, where a scope might reasonably have the ability to auto-focus and independently change magnification, I might make an exception.
As far as I'm aware there's never been an official ruling one way or the other. It really does come down to personal preference, and both choices are completely playable.

Again, welcome to GURPS, and to the forums. The community here is amazingly helpful, we're all happy to help with any questions at all so ask away!

captaincomic 10-24-2011 01:19 PM

Re: Examples of 4e Combat
 
Quote:

In a "real world" sense, a variable-power scope really is functionally the same as a fixed-power scope. The only difference is that it has a little dial that can be adjusted to change magnification. Personally I don't see that justifying a per-turn bonus - the variable-power scope isn't doing anything differently in combat, from second-to-second, than a fixed-power scope would. Possibly in a game with Ultra-Tech equipment, where a scope might reasonably have the ability to auto-focus and independently change magnification, I might make an exception.
Yes, actually this does make more sense. I just didn't see where this was in the rules. I will play it like this.

As many are confused, you might add a note in the FAQ (or a link to your post, you explained it quite well).

Someone said in #84 that you need a ready maneuver to set the scope to a different value. Sounds like a good rule.

Quote:

The community here is amazingly helpful, we're all happy to help with any questions at all so ask away!
Indeed. It's really a great forum :)

DouglasCole 10-24-2011 01:26 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by captaincomic (Post 1267420)
Someone said in #84 that you need a ready maneuver to set the scope to a different value. Sounds like a good rule.

Indeed. It's really a great forum :)

Yeah, something like you take a penalty to Per equal to the scope bonus for target acquisition, but then you "get it back" when aiming. High mags imply tight cones of visibility.

Lord Azagthoth 10-25-2011 07:05 AM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by DouglasCole (Post 1267424)
Yeah, something like you take a penalty to Per equal to the scope bonus for target acquisition, but then you "get it back" when aiming. High mags imply tight cones of visibility.

That's why a sniper aims with both eyes open. Although one eye (for target acquisition) sees only in 2D while the other eye is fixed through the scope. Only when the trigger is pulled, the target acquisition eye closes for a brief moment.

I also think a scope should have a description on how long it takes to set it for the right distance. Some older German scopes even need special tools to adjust them and take alot of time to adjust them (for range en focus).

jaHenderson 02-08-2012 04:48 PM

Re: Examples of 4e Combat
 
In the close combat examples you have alot of use of the options from B357, but these should cost 1FP every time.

mook 02-09-2012 12:49 PM

Re: Examples of 4e Combat
 
Quote:

Originally Posted by jaHenderson (Post 1319677)
In the close combat examples you have alot of use of the options from B357, but these should cost 1FP every time.

Hello jaHenderson!

I gave the four Close Combat examples an admittedly quick look-over, I don't see any uses of extra effort that aren't prefaced with "Opts to spend X FP" ... do you remember any specific instances? ("Example 3, Turn 4", etc.)


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