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#1 |
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Join Date: Mar 2013
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I wouldn't break the armor up like that, just use full suits
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#2 |
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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#3 |
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Join Date: Jun 2013
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First off, assuming they bothered to read that journal excerpt, don't bother with rolls and the like to see if they survive the descent - as suggested in the journal, they will have tied themselves to the chain to prevent such a problem (untying themselves near the bottom so they aren't defenseless, of course, will be a concern).
If you're going with the description from that excerpt, the prisoners are lowered without any equipment to speak of, needing to grab something from the pile once they get down there. The first ones down are guaranteed to die (for fairness, don't have the PC's be the first ones down), but later comers may have a few seconds to pick up a weapon from the pile. Armor won't be a concern until after the battle, at which point they can rummage through the supply pile for decent armor and perhaps a better weapon. For casualties, and the PC's impact on them, what you could do is the following: Give the White Tigers, as a group, a pool of "Morale Points." Wounding a tiger drops MP by 1 (and results in that tiger retreating), while slaying one drops MP by 5 (or more). Once the tigers are at 0 MP or lower, roll 3d6 against 12 every few seconds. Failure means the tigers Retreat, critical failure means they Rout. Every -5 to MP is a further -1 to this check. In the excerpt, let's say the tigers started with 15 MP - the 2 slain tigers would have dropped this to 5, and at 5 more tigers wounded they would have needed to start making checks against retreating. During the battle, a set number of Redeemers are slain every few seconds (same time step as the morale check for the tigers). At 20% casualties, the first Martyr is incapacitated - at 40%, he is slain. At 60% casualties the second Martyr is incapacitated - at 80%, he is slain. When the tigers Retreat, they still claim their number of dead for that time span, dragging them off screaming into the darkness. If they Rout, they drop whoever they were holding and flee, stopping casualties there - and also leaving behind some of the casualties from the previous time step (if both Martyrs are still up, they save 75% of them; in one is still up, he saves 50% of them; if one is dead and the other incapacitated, he comes to in time to save 25% of them). |
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#4 | ||||
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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What do folks think: - Redeemers go down unarmed and unarmored, and have to go grab a weapon before a "White Tiger" rips them open and drags their body away to devour it, - Redeemers go down armed, but not armored, or - Redeemers go down armed and armored. Is the first option too harsh or not? Quote:
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Assuming 5 Brother Martyrs, 15 Redeemer Trustees, and 100 Redeemers. The Redeermer Trustees land first, over the coarse of ~9 seconds, and the Brother Martyrs take and additional ~3 seconds to land. The rest of the Redeemers arive at a rate of 2 every 3 seconds. So it takes ~165 seconds for the entire company to land. The White Tigers (attracted by the smell of blood from fallen Redeemers and the sight of the burning pitch-hay bails, which they now associate with food) will start attacking within 3d6x(d3) seconds (not sure if I should have a delay based on the number of fallen Redeemers) of start of the arrival. So on average, 26 Redeemers (the 15 Redeemer Trustees, 5 Brother Martyrs, and 6 normal Redeemers; 4 armed, 2 still grabing weapons) will be on the ground when the first White Tigers attack. I'm not sure what rate I should have the White Tigers arrive, maybe 20% of the total per wave, with 5 waves separated by 3d6 seconds between them? Now I have to figure in the number of Brother Martyrs, Trustees, and normal Redeemers are wounded/killed over the course of each attack, and how many White Tigers are wounded/killed. If I don't watch it, I'll turn this into a calculus problem. -Dan |
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#5 | |||||
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Join Date: Jun 2013
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For the tigers, I'd probably roll 1d3 per PC; this is how many tigers that PC faces. The first tiger shows up as above; if there are more than 1, the next shows up 2d6 seconds later, the final 2d6 seconds after that. Each time a tiger is wounded, it attempts to retreat; if successful, it will be replaced in 1d6 seconds by a fresh tiger. If a tiger is slain, it takes 2d6 seconds for it to be replaced. Once the PC reaches the rest of the group - or dies trying - his contribution of tigers joins those fighting the group (if one character has 3 tigers and another has only 1, the two together will face 4 - and these tigers won't favor any character over the other). Quote:
At least, the above is probably how I'd run this scenario - but I probably wouldn't be running it in the first place. |
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#6 |
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Join Date: Dec 2008
Location: Behind You
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Easiest way to make GURPS grim is take away magical healing or make it very rare. Let people rely on recovery, First Aid, Physician, Esoteric Medicine. That's something that makes combat scary for PCs is when they take 1 point of damage and know healing that is going to be a bitch!
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#7 | |
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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But the lack of healing can also become more of a pain (i.e., borring) in a group, rather than grim. One PC gets hit in the first encounter, while the other 5 are untouched, so everyone has to go wait for days until the first PC heals. And there is no guarantee that the same won't happen in the second encounter, and everyone have to wait for another X days. It is sort of like 1st level magic-users in OD&D; cast their spell in the first encounter, then go hide for the rest of the day. And then if you impose other contrains, like the need to hunt food, you endup with PCs being left at base camp healing, so some sessions one or more PCs will have nothing to do but sit and heal. It might work for troup play. For this campaign setting, the only initial healing is via the Brother Martyrs that come down with the PCs. That puts a sever limit on the availability of healing, and will hopefully give some of that grim fealing. -Dan |
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#8 | |||||||
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Join Date: Jan 2005
Location: Idaho Falls, Idaho
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-Dan |
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| Tags |
| dungeon fantasy, underdark |
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