Rolling to stay alive at the end of a Berserk
The description for Berserk says
"Once you snap out of the berserk state, all your wounds immediately affect you. Roll at normal HT to see whether you remain conscious and alive." I interpret that as saying that that if you are at say -2xHP you have to roll twice normally as you snap out for staying alive. And once for staying conscious if you take an action. However, it does seem a bit harsh having to roll again, so I may have misinterpreted it - especially as it does not specifically say anything about a REroll. Only about rolling, so that might be for the future only. |
Re: Rolling to stay alive at the end of a Berserk
I've always enforced all death checks when you come out of berzerk.
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Re: Rolling to stay alive at the end of a Berserk
IMC, I only make them roll once for injuries and once for consciousness. Then again, I'm new to gurps and am still stumbling through the rule books.
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Re: Rolling to stay alive at the end of a Berserk
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Re: Rolling to stay alive at the end of a Berserk
Well, most people who would chose Berserk as a good character building strategy have HT 12+ so there's only 2% chance to miss a death check while beserking. Berserk also has a lot of advantages compared to similarly-priced disadvantages and additionally it can really mess with the other players' intention. Add to that the fact that going berserk probably is not very good for somebody's cardiovascular health, I really see no problem with the extra death checks.
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Re: Rolling to stay alive at the end of a Berserk
The Rules:
Its very un-GURPS to make you roll twice for the same thing. It would be much more typical GURPS to keep the degree of success, and then make you suffer the consequences once you lose the bonus. So say you make the death-check by 3 when you are berserking, you then fall over dead when you lose the +4 bonus. but if this was the case it would have been written a lot more explicitly. It is not that the rest of the disadvantage isn't detailed or very clear in its wording. so to me it's simply a line set in to remind people that when you are not AOE'ing you don't get the HT bonus either. The Gamebalance: From both a GM and a player perspective I think it would be way too harsh to enforce. Having to AOA every turn and even potentially attacking friends is very harsh for -10 pts. The bonus is simply what make sure it's not instant death to do. In my experience, anyone berserking will die as they reach -5xHP before falling unconscious. Getting to the other side of the Berserk without that is a victory in itself and then forcing the players to maybe drop dead afterwards is not fair for a simple -10 pts. If you want the effect of people going berserking killing all the enemies and then dropping over, you already got it. as you will be so wounded you have to roll Stay concious check at a harsh penalty and then will most likely bleed to death due to the severe wounds. Only in fantasy settings with instant-heal or in cinematic settings that duo not use bleeding or have high-point chars, is Berserk not a death-warrant. Remember also that you can buy this as an advantage for 1 pts. |
Re: Rolling to stay alive at the end of a Berserk
I've always read it as to mean you roll one more additional stay concious and death check (if on low enough HP to suffer at least one death check) once you snap out of it - not multiple death checks if you are several death checks down. Although rereading it I can see the potential for confusion on this matter... =S
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Re: Rolling to stay alive at the end of a Berserk
Well people certainly do not agree.
I know it is bad style to ask this, but could someone from SJG (maybe even the Reverend or Kromm) perhaps come with an official ruling? - It would certainly help us illiterates out here ... Pretty please ... |
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