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#11 | |||||
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Join Date: Jul 2023
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So this article is necessary, and I'm writing it in my spare time. I also plan to make articles on the following subjects: - small units combat to close the rules gap between individual combat and Mass Combat. Core mechanic is that every unit has an aggregate hit point pool of its individual soldiers (like a mob rule) and deals a certain number of aggregate damage. The main roll mechanic is a take on Long Task, where success by 0 on an attack roll means 100% base damage dealt, and degrees of success of failure modify that number by 10% per point. Once a unit takes more damage than in an individual soldier's hp threshold, casualties are sustained, models get removed and aggregate damage gets reduced (since there are now fewer models firing). I've tried this approach in Warhammer 40 000 games, and the results are better than using their standard overcomplicated rules. Let's you roll much less dices too. - suggestions on how to abstract a lot of stuff in GURPS. There are genres where certain genre conventions do not align with reality at all, and trying to play them with GURPS just ruins the game. Cinematic rules don't always help, so I perceive it is necessary to have an article that tells how to make abstract hit points (like those in videogames, regeneration in Call of Duty, etc.), balancing issues for games that are completely away from reality and such. - political-military sandboxes, how to make factions, seize and accumulate resources, develop your empire (or whatever) and economy, wage politics and wars. This is supposed to be a huge supplement to Mass Combat (one of the most used supplements in my entire GURPS collection) which will expand it from "you can do that" to "that's how you can do that". Any additional info you can share on such topics would be greatly appreciated. Quote:
Including "armor modifier" into an effective skill is also a good idea! I'm doing that sometimes when I need to overcome "an armor problem" - an armor being too tough for some weapons even on the best damage roll while being too ineffective vs other weapons. This is a typical genre convention problem like I mentioned above. In such cases I simply make armor as a target number modifier from -2 for light armors to -10 for best armor in the setting (this is inspired by the Armor Class attribute from D20 systems). This way any weapon can do damage (DR score is ignored)! Obviously, works best with abstract hit points and weapon damage numbers. Quote:
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Either way is fine, which is the greatest strength of GURPS - flexibility. Quote:
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#12 |
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Join Date: Sep 2007
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Then education does sound useful -- so thank you for that. I misunderstood you to mean that you were creating more house rules to handle the "problems" that you'd mentioned.
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#13 |
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Join Date: Sep 2004
Location: Southeast NC
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Yeah. I was just presenting it here for the consideration of anyone who looking at this, but might be interested in a more modest change.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#14 |
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Join Date: Jul 2015
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My group tried a method like this. We all had white boards and we'd write down our planned actions.
What I didn't like about it was a wasted action. That's not very fun. There are some realistic improvements though. I always notice with normal rules that the second an enemy dies, or the second an ally gets in trouble, some players rush over to the next task, which would take a moment to observe what is happening first. But that doesn't happen. Reading over this has me wanting to try it again though. I'll pitch it to the GM we play with. It was his idea originally, so I'm sure he's 1000% on board with it.
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Custom PDF Character Sheet - https://drive.google.com/file/d/1aj7...usp=drive_link Last edited by Boge; 07-25-2023 at 05:46 PM. |
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#15 | |
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Join Date: Aug 2004
Location: Pioneer Valley
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Now leaving aside that some of us came up in the era where EVERYONE houseruled, and no one but rookies played OD&D RAW, my eternal answer is that stipulating so, so what? Me not being a player at your table, it doesn't affect me one tiny little degree what rules your group does or does not use, or what labels you do or do not slap on your games. Neither do my houserules affect you in the slightest degree. I call the game I play GURPS. If, upon looking at my list of houserules, you decide that's too variant for you, that's cool: you do you. I've yet to hear a good reason for anyone to care.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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#16 | |
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Join Date: Jan 2008
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For example, if I am facing a goblin from 2 yards away, and instead of declaring that "I step forward and hit him with my axe," I instead declare that "I Wait until he's within 1 yard and then hit him with my axe and step back," then there's a good chance the goblin's "I charge and hit him with my sword" must be implemented as a Move and Attack instead of an Attack, which means it can't retreat from my attack and can't parry and gets -4 to hit and a skill cap of 9, both now and on the attack I'm immediately going to declare after my Wait goes off ("I hit him again before he can recover!") and before he can make his own attack. So I get defensive and offensive advantages by outsmarting him with a Wait. If I instead declare that I'm fleeing from him at top speed I probably waste his action entirely (Move and Attack against a target that's no longer in reach even after moving). Last edited by sjmdw45; 07-25-2023 at 09:15 PM. |
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#17 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#18 |
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Join Date: Jan 2011
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"This is a hoary old complaint applied to pretty much every game, any time anyone comes up with houserules. (Oddly enough, such semantics-chopping seems restricted to RPGs: I don't think I've ever heard anyone question whether variant table rules meant the card players weren't playing poker any more.)
Now leaving aside that some of us came up in the era where EVERYONE houseruled, and no one but rookies played OD&D RAW, my eternal answer is that stipulating so, so what? Me not being a player at your table, it doesn't affect me one tiny little degree what rules your group does or does not use, or what labels you do or do not slap on your games. Neither do my houserules affect you in the slightest degree. I call the game I play GURPS. If, upon looking at my list of houserules, you decide that's too variant for you, that's cool: you do you. I've yet to hear a good reason for anyone to care. " Yep, I'm from the OD&D era myself. And in my experience, houserules made it way harder to go from game to game because everyone did things differently. It wasn't the best system, though obviously we survived and kept playing. I comment because, as this is a forum, we're supposed to comment and discuss; not thinking an idea is great is as valid as loving it, as long as discourse is civil. You can absolutely do whatever you want at your table, and yes, this is a very good system for tinkering. I was just musing "how much does it change before it isn't the original game?" But to each their own - this is just my 2 cents' worth. I don't want to derail the OPs thread any further. |
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#19 | |
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Join Date: Jan 2008
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If someone has to bite the bullet and Move or Move and Attack or All Out Attack to get into distance, that seems okay to me as a GM even if it triggers a Wait-and-attack. Disarming attacks on a weapon are another way to break that stalemate under GURPS rules. Or you could withdraw a few steps and switch weapons, or manipulate the environment (close doors), attempt intimidation or social manipulation or even (gasp!) parley for surrender, rather than violence. Therefore I let the whole Wait complete including the step, per rules as written, instead of trying to hold the step until later somehow. IME allowing players to have lulls in the violence without being tactically punished for it is nothing but good for roleplay. Last edited by sjmdw45; 07-27-2023 at 02:08 PM. |
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#20 | |||
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Join Date: Jul 2023
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And I think running will do no good - you only move backward at half speed, or need to spend movement points to turn around, so this can only help if you're much faster than your opponent, otherwise he can chase you. Still, we're discussing an ideal position when two combatants face each other without interventions or some circumstances, or have no other means to get at the opponent other than with melee weapons. |
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