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#151 | |
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Join Date: Jul 2006
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Quote:
http://batintheattic.blogspot.com/20...y-sandbox.html |
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#152 | |
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Join Date: Jul 2006
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Quote:
Also I used a rough guideline of 20 pts per level or HD with a liberal dose of common sense about which abilities are combat effective and which are not. |
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#153 |
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Join Date: Sep 2004
Location: Earth
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I've generally found that in most combat situations, there are 3-4+ minds applying a coordinated strategy against mine. Which generally means they generally are in pretty good shape.
I tend to apply something I learned in Savage Worlds to Melee combat in GURPS. Make a creature hard to hit, but low health, or vice versa. Make a creature skilled at hitting but weak damage or vice versa. It's worked rather well, especially when combined with the mook rules. Magic is a little harder to predict the impact of, especially given the number of spells available, etc. However, I find that if magic is available to the players, it will usually result in their favor. All that said, combats that I thought were going to be a challenge were quickly taken care of and things I thought were going to be easy just about resulted in a TPK. Thus, I will adjust stats on the fly. If I have a creature that has high skill, low damage, is hard to hit, and low hit points, I may adjust their skill or DR down if the players are having too difficult of a time hitting it. If questioned, I can attribute it to some magical buff or something. If it's a modern/realistic setting, then maybe they were initially amped up on adrenalin... Just some thoughts in case they help, they probably won't be acceptable to everybody, but might to some. But I guess I'm aiding the digression from the original topic...apologies.
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-- Bob -- Just play. Have fun. Enjoy the game. - Michael Jordan |
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#154 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Yes, exactly. I am acutely aware of the fact that this approach bugs some gamers – people who like to run as close to GM-less as possible, in many cases aiming for a PvP or computer-game-like experience. Unfortunately, a system as expansive and generic as GURPS doesn't confine itself to the hermetic range of parameters required to make an objective, no-fudging game work. We've sat down and tried . . . fail, fail, fail. Thus, we design assuming that there will be a GM, the GM will fudge, and the players will live with it. Which, incidentally, illustrates the central difference between "generic and universal" (which is about breadth of genre and unity of rules) and "supports all styles of play" (which is ultimately about the social contract, and not genre or rules at all). I think that a lot of people misread the first as implying the second.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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