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#11 |
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Join Date: Nov 2004
Location: Sydney, Australia
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Getting close enough to use the SMG and land lots of hits is much harder, of course, so there's balance there. Vampires tend to have enhanced perception and other abilities that make getting close hard and dangerous.
Excellent discussion about the single shot above - clearly demonstrates it's not as instantly lethal as some might suspect. Also, Farmer Joe needs a pretty good weapon skill and/or weapon enhancements and/or plenty of aiming time to get a hit. Doesn't sound so much like a farmer, but if he's well more than just a farmer then he's a much more potent foe and the GM should use him sparingly. If the GM wants to kill a PC, they die. Whether that's by fiat or recklessness or ridiculous scenario. It's equally easy for the GM to avoid that and present a balanced option where death could happen, but not automatically and not without the PCs having a chance to get out of it. If the GM wants the players to be able to hold onto their characters for a while and death to be unlikely (but time in torpor or other healing and so on to be the primary impact) then set the opponents appropriately or use one of the many options provided to alter the balance. Something that I think we've all missed so far, so I'll throw it in now, is a recommendation to the "How to be a GURPS GM" series: https://warehouse23.com/search?q=how...prefix%5D=last
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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| Tags |
| combat, defending, tactics, vtm |
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