Active defense debate o_Ô
I'd like to have some HO about a problem I encounter using GURPS rules with my players. Some of them are somewhat of munchkins and try to abuse the rules by creating charcters with fantastic Dodge scores (14+). In 3E there was the 13+ rule, wich disapeared in 4E (did I miss something ?), but now that you can buy Speed as a base attribute there's no limit on it. From that point I considered two options:
1- Changing munchkin players for wiser ones 2- Changing the rules As option 2 was far easier, I find out that ruling active defense as a quick contest (like the 13+ dodge rule in 3E) solved the problem. Here's my revolutionary theory : melee defense is always related to melee skill, from parrying to dodging attacks, as melee weapon skill (but not ranged weapon skill) includes knowledge of taking advantageous position to overcome a foe's defense AND avoid her (omg!!) attacks. This means a skilled swordsman will be good at dodging attacks with a sword in hand, because is accustomed of placing himself using a sword, but not that good at dodging pummeling attacks for example. Considering that basic training emphasizes attack maneuvers i ruled that: - Speed is used to compute movement rate and initiative - Dodge becomes a Technique defaulting from Weapon Skill-2 or DX-2, cannot exceed prerequisite (lowers probability of dodging bullets as it can't be improved for range weapons) - Parry becomes a Technique defaulting from Weapon Skill-2, cannot exceed prerequisite So what ye thinkin' 'bout it ? |
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High Defences Are not a Problem. Most combats Are ment to a srease of secuffly defeended attacks with the occation "good" one getting though.
And Deceptive attack (and Feint) allowing greater skill opens the ability to lower active defences. and ther alsoe the Mook rules for speed up un importnat fights |
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Just tell them you are limiting the dodges to 13 and be done with it. Peace out |
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AND, there is always the grenade - or equivalent - if the stakes are that high :P
Cheers... |
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Ack. This board has already beaten this horse beyond death and now some necromancer raises the skeletal remains.
Remember, a character can only Dodge an attack he/she is aware of. <---This is important. Dodge is much less effective against an area attack. Deceptive Attacks can work wonders in Melee. |
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The Über thread and it's decendins go int much detal on the topic 8) |
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And I'm a dodge bunny. So I was toning down something I use, not something which annoys me. The problem is basically not that dodge is high, it's that dodge is FREE. |
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As rogue said, Deceptive Attack and Feint are your friends. Also, Dodge 14 is not THAT easy to get: (Dodge - Encumbrance) of 8 (hard to get unless you're very strong or wearing minimal armor), Combat Reflexes, Medium Shield and Retreat. If you can't retreat, you have to have a (Dodge - Encumbrance) of 11, which is almost unheard of. Yes, you can boost your Basic Speed, but it costs 5 points per +0.25 (don't confuse this with Increased Move). And you can't retreat AT ALL against missile weapons. Just have your opponents act intelligently and concentrate on one or two characters at a time instead of just engaging the PCs in a series of one-on-one duels. |
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- Talk to your players, maybe they like beeing Munshkins and there is absolutely nothing wrong with that (At least we munshkins are not dull ;) )*, and maybe with not being able to be a Munshkin they will think your GM-style dull...
-Use some storytelling elements, when nubers stop beeing everything... -Some people munshkinize their characters for the fun of doing this, they won't mind having less CPs to spend than their LAZY commerades and ultimately everybody will be equally powerfull... - Just set a limit for Dodge (eg. no more than 13); probabely the much better solution, than creating a technique - Dodge is quite expensive if you buy up basic speed as Ellie mentionend (Remember 19CP give at least +4 Skill levels and +2 for a Hard Technique!!! Do this for your favourite weapon and for Brawling or something and you are safe... +4 Basic Speed (+1 Dodge) costs 20CP) - The rest has already been mentioned so no need to repeat it *In my group we have heroes ranging from Superman to Peter Parker before the Spider-bite but everybody is happy with his role so no problem, and after all not every problem can be solved by force. The point is as long as all players are happy the GM should be happy too. |
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Oh my... I didn't mean to hurt anyone with the words munchkin and dull, i was just trying to er... make some bad joke (i'm not angry at all with my players). Actually my sense of humour might be corrupted by the Dark Side (i have to confess i wasn't always a dull player eh eh). Sorry for the mess guys, i 'll change the text to something more correct. And thanks for your helpfull replies all -)
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"- You're ambushed by a group of stealthed crossbowmen. You're not cautious at the time, so you won't get a Per roll to spot them. They have Stealth 14, let's see if they hide successfully. - Aaaargh !! - Noooooooo !! - Damn b<biiip>s !! - Nevermind we have light encombrance and base dodge like 12, we'll dodge and drop and get a 14 roll eh eh. - Ok they all succeed. You get no dodge roll as you're not aware of the attack. Everyone's got armor ? - This is a dirty trick, LOL ! - We're all gonna die !! - Ok I quit GURPS, i won't play anything if it's not D20. ...." |
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In fact the debate is not about munchkinism, but more about how to make fight sequences not during hours in a munchkin game session. |
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Salvete
Welcome to the forum, Twyll! Quote:
If you want them to have so high a Dodge, but you want to injury them... just remember Deceptive attacks. Quote:
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I hope it helped. Valete |
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Why not ambush them with 6 or so 75 point archers with Bow-13 and Camoflage-14 firing as a volley from a concealed position at a range of 50 yds? Have it happen on a forest road or something, so that there is a darkness penalty (of -2 or so) to see into the forest, but none to see the road. Let the players explain their marching order ect. Only roll Vision (or Observation) for anyone specifically declared to be a dedicated lookout/pointman. Make sure the archers aim for three turns and fire with an AoA:Determined. |
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Yes, my gaming sessions can be harsh. I believe in intelligent opponents and expect my players to act with some measure of intelligence also. (though I am very generous in reminding characters of advantages which help them out) |
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Now as far as the Dodge goes, one of the things I took from the uberthread, was the following House Rule. You get one Dodge per turn, period. Your success in that one Dodge is applied to all attacks you are aware of as per Rapid Fire. So if half a dozen crossbowmen shoot you, you better have made your dodge by a number equal to the number of missiles you're hoping to avoid. Also, if you're in melee and have three dogs biting at you, your dodge roll better be good enough to dodge them all. |
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3 attackers, 2 attack, the third waits, for whatever declared reason, then attacks later in the turn. So 2 attacks, 1 dodge, some stuff happens, third attack, ?. Or just opponents of different speeds. Do you just apply the old score? |
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The dodge to me isn't a bob of the head to avoid a missile which will be going through a specific spot, it's more something along the line of an action which you do throughout your turn, to avoid all of the perceived incoming nastiness. Since it's so general, it's not usually as good as something like a parry, which is a focused defense against a specific attack at a specific point. So you perceive an attack coming from two people in front of you, and you dodge back, you succeed your dodge by 1 and so you dodge them, but if there's a third attack from your side which you also perceive, your dodge will have a body turn as well, but since there's so many attacks coming at once, you may dodge the first, and even the second attack, but that third attack is now much harder to dodge and it hits you. Of course, if you make your Dodge by 2, then you normally get to Dodge 3 attacks. This sounds like a good thing, but if that third attacker was timing his attack to try to get you off balance after you dodged 2 other people, he then launches his attack as a Deceptive Attack -2 to Defend, and all of a sudden, he's just blown through your supposedly good/successful dodge. |
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A possible down side to this option is that a malicious GM would know exactly how many attacks you'd be able to dodge in the turn and could take advantage of that (as in your third guy waiting and using just enough Deceptive Attack to overcome the dodgers "good" roll). |
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As for using just enough Deceptive Attack, I don't run adversarial games, so I have no need to Meta-Game something like that. The Deceptive Attack will be what it would normally be, if the Dodge is good enough, it'll miss, if the Dodge wasn't good enough, I'm not going to decrease the planned negative modifier for the attacker... ...unless it's something totally obvious, as in where the second attacker manages to hit, then the third attacker might attack with an extra-effort strong attack instead of a Deceptive Attack. |
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Ze', this house rule is interesting, but it prevents a scenario where you can dodge a blow after being hit by another. Once you got hit, you are vulnerable until your next turn. I've to think about it.
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If attacker number one made a deceptive attack at -3 to defend, and managed to hit, doesn't mean attacker number two or number three will automatically hit. Since subsequent attackers may think the defender is incompetent because he was hit by the first attack, they may not use any Deceptive Attack and just go strong, which could mean they'll blow FP and miss altogether. |
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You should have an ability around 17-18 in order to make such a Deceptive Attack useful. Moreover, generally (and mathematically) DA is worth using only for skills 13+ that are not that common around NPCs. So the "hit spiral" (once you are hit, you are hit by all successive attacks) would still be a problem. |
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I don't see a problem with this. Once he's hit, he should be more susceptible to follow-up hits unless he can pull back and regroup. If someone's outnumbered 3:1, unless he's really good, or has friends who can come to the rescue, he's going to get his ass handed to him. |
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Even if you allow it, mathematically it isn't worth. NPC broadsword-12, PC dodge-13 normal attack: P(12-)*(1-P(13-)) = 7.2% deceptive attack -3: P(6-)*(1-P(10-)) = 4.6% Deceptive attack is useful only for skills 13+, generally speaking. Quote:
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Also, leather armor is at most DR2, so one hit can cause a lot of damage. With HT 13, 8 points of damage puts you at half move and dodge. Also, a major wound to the face or vitals gives a -5 penalty to the HT roll; -10 for the brain. |
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It is distntyl possible for the players to be happy and the GM not. But this is a stong indcation that there migh be a play style mismatch. |
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-Polaris |
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This is actually pretty realistic when you think about the effect of a semi-skilled fighter fancing an expert, and trying his best to connect by deception. He's more likely to fail, but he'll still try to do it. Quote:
Of course, if the NPCs are really scared, and they know which one of them the PC is engaging, the other two might AoA Accurate, and convert the +4 bonus to their 12- skill to a -3 Deceptive attack on a 10- to hit. Quote:
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Joe Average, stats all 10, Speed 5, Dodge 8. He can get Speed 6, and thus Dodge 9, for 20pts. Or he can get a Melee weapon, 20pts gets him, with a DX/avg skill, Attribute+5, or Skill 15 with that weapon. That's Parry of 10. Plus, he gets to attack. Of course, if you gave him 200 or 500 points to spend, then he'll just get the extra Speed, AND the weapon skill. But if it's a 50 or 100pt character, then the player starts having to choose between things... So what's being said here is that, "if you have a 200-pt character, he can do things that are really powerful and not very realistic in flavour, more cinematic." Well, yeah! A high-point character should be able to do crazy stuff like that. If you don't want munchkins, don't give them munchkin-level points. |
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Jim-Bob,
As I already showed on the Uberthread (and others did as well), it is possible to get a dodge of 13 or even more (as high as 19!) with "default" stat characters (stats of 10). In short, you can get shockingly high Dodge defense scores for a suprisingly low number of points. -Polaris |
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I think it's not, but maybe I overlooked something. |
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Thank you, roguebfl, I'll read it.
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And note that to "connect" you have to hit and he has to fail defense. Quote:
I call the above problems "hit spiral". |
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-Polaris |
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Guys, we are NOT resurrecting the Uber Thread here. Keep the subject on track, and no thread hijacking.
I'm not gonna be patient on this. |
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The gist is some people thought that Dodge was too high, others disagree. That's all. For 2500 posts. |
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Nice way to take yourself out of combat. |
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I'm bookless right now (that was from the GURPS Lite I keep handy at work), but doesn't Dodge and Drop require you to go prone? Having to kneel isn't much of a problem at all -- having to drop to your belly does. That's two rounds of Change Position maneuvers and the full penalty to Dodge until you're back up. |
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It's not an issue of trying to save PCs, but that in the heat of combat many people will do things which aren't mathematically beneficial, by definition trying to get a lucky hit. Quote:
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-Polaris |
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I feel tempted to ask for some explanation of why some people think Dodge is overpowered, but I won't, because Quote:
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I allow a kick-up, or a twirl-up to stand up in one turn, I figured that was still supported in the rules. I count it as a Step/Move, so characters can still get out a Wild Swing, but not a normal attack after a kick-up. |
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(If you want to continue to use it as a house rule, go for it. I agree that it's quite appropriate for cinematic games... but it's not canonical.) |
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I could've sworn there was metion of cinematic acrobatics along these lines in 3e... Oh well, memory's a strange thing. |
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I won't argue the realism of the hit spiral. I know an objection I and some of my players would have (with Ze'Manel Cunha's dodge house rule) is this. It's some what predetermined. Once you are at the point you have "used up" your sucessful dodges. Every attack thereafter hits you. And you are likely already in trouble, thus there is a hit spiral you (as a PC can do nothing about). Most of my players would feel cheated by this (It is a style thing), that is getting hit with no chance to save themselves, especially if it is a death dealing hit. I the house rule I have used for many years is that each dodge (after the first) you take in a single round gives you a +1 modifier to your dodge die roll. Thus, if you try to dodge 6 attacks you are rolling at +5 on the last one. This has several advantages over Ze'Manel Cunha's dodge house rule (IMHO) #1 Drama & suspense is preserved/predestiantion is elimiated. Even though you won't likely dodge at +5 to your roll still have a shot at it. (The players always love a roll (even at low odds) to avoid a possible death dealing hit. #2 The likely hood of a critial failure goes up dramaticaly if you try too many dodges (+5 to the die roll gives you an 18 on a roll of 13) And ocassionaly a player (especially if heavly armored) will take the hit rather that risk a critical miss and a fall (possibly injuring a leg) Of course one major disadvantage to this rule vs Ze'Manel Cunha's is all the additional dodge rolls. (but note it is the same # of dodge rolls as if you have played by the vanilla rules) |
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So in the situation where three NPCs are attacking the PC, I describe the NPCs attacks, the PC describes his defense. ie. GM: The 3 Crossbowmen who have been aiming at you fire, what do you do? PC: I acrobatically dodge, staying on my feet, so I can charge them next turn. At which point, player rolls her PCs' acrobatics skill, takes the +2 or -2 to Dodge, and then she rolls her dodge; meanwile I've been rolling the NPCs atttacks. Player then tells me by how much the PC makes the dodge, and I describe the effect of the incoming bolts and how her PC has fared. Making the Dodge exactly might mean 2 out of 3 bolts hit, but if two of the NPCs missed, it might mean all the bolts miss, and the PCs looks like she's pulling a Remo Williams. Quote:
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I suppose if the player rolls real bad on the first roll, he'll get 6 chances to improve it, but if he rolled well on the first roll, he'll get 6 chances to mess up. |
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Ze': I don't think the hit spiral is terribly realistic.
Another problem of the hit spiral is that the player is going to know (barring deceptive attacks and feint, which do not apply to ranged attack) which attack is going to connect and which not. So he can use this info to optimize his defenses (in a way he could not using vanilla GURPS). Finally, a quick number crunching reveal that using the one-dodge roll (with rapid fire like mechanics) vs vanilla dodge the chances of being hit are only slightly increased, but not much different. IMO the problems aren't worth the solution. |
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I was just throwing out some alternatives for those on the forums that may want to lower the dodge defense but not use your system. Having the attacks resolved at the same time (as opposed to when they occur in the turn sequence) is definatley not a style choice my players or I would be comfortable with. As you said, different strokes. I think a pro for both your HR and mine it that they speed up resolving combats in real time. Yours is quick because it condences many dodge rolls into one, and increases the # hits/lethality which will speed combats as combatants drop faster, Mine speeds play do to the increased # hits/lethality factor only. I've also see this (lower dodge)rule cause PC's who are outnumbered to aviod combat all together (increased role playing) because the of the lethality increase over vanilla GURPS (under the vanilla rules the PC's with high dodge would just wade thru the NPCs, with the house rule they can't be sure they will) |
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2) in the fraction of second between two blows, it's quite possible that you was already dodging the second one when hit by the first. 3) "they tend to react a bit off": even following your logic, you should penalize Parry and Block too, not only Dodge. |
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It's one of the things an attacker learns to do, if you overwhelm your opponent, and can keep up a flurry of blows and combinations after you first connect, the person on the receiving end will often feel overwhelmed, and either turtle up, back up fast, or try to break through the attack, in most situations though, their defenses will have been temporarily broken, and if they try to attack through your flurry, then they often open themselves up further. Think of a boxing continuous combination or an axe flurry or staff-flowering, and the difficulty in breaking out of the receiving end of those. Often the defender, once hit, will continue to get hit, unless he can pull back, strike through, or his opponent's attacks falter due to exhaustion. |
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Agian that what Shock pentiles are for |
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It's just a choice on how often you want to roll. Quote:
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Hope the following clarifies.
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For a cinematic hollywood actionthe the rules in the rulebook are good. If you want some realism then it should be better to have a good houserule.
Why not reducing dodges to just one per turn? Regarding that one combat turn is just 1 sec. it seems a better simulation than dodging several times. Another houserule would be a cumulative -2 for each dodge after the first . And for pistols or guns I would not allow a dodge at all, except maybe in lucky cases where the circumstances are in favor of the dodger, (eg. there are some objects to jump behind, like barrels or so) even if the dodger is aware of the threat. |
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Regardless if you miss your first parry, your second parry is going to be penalized, and your third and fourth parries are going to be pretty ineffectual, if you can even move that fast. So in that situation, someone trying to parry four blows, will likely be hit by every blow after the first one he misses parrying. Isn't that a hit spiral by your definition? Quote:
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You said you don't believe a "hit spiral" to be realistic, that's fine, but where did you clarify what your expectation of a realistic post hit reaction is? |
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