Re: Examples of 4e Combat
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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:
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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). |
Re: Examples of 4e Combat
Spell combat. Awesome.
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Re: Examples of 4e Combat
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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. |
Re: Examples of 4e Combat
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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:
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? |
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Not exactly sure how quick and dirty the "quick and dirty" examples should be. |
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.
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Re: Examples of 4e Combat
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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! |
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. |
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:
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, +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. |
Re: Examples of 4e Combat
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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:
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! |
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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:
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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). |
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.
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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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