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#101 | |
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Join Date: Aug 2007
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No one is telling you that you can't have PCs built on many more pts and who thus don't have the same relationship to threats. Make your PCs tougher and more capable. Don't shrink and soften your world. There's also a specific note about the "halve firearms damage and halve armor values" option. This will ahve the effectiveness of any firearms in the PCs' hands and probably annoy them mightily.
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Fred Brackin |
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#102 | |
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Join Date: Sep 2011
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#103 | |
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Join Date: Aug 2014
Location: Snoopy's basement
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(BTW, Some degree of consistent realism is essential to making a universal game. Realism is the foundation off of which fantasy departs. For example, gravity is pretty consistent across most fantasy fiction, but not always. You've got to have rules for falling for the ones that do have gravity even if the ones that don't have it don't need it.) |
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#104 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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They're also built on a lot of points, as Fred says. My character La Gata Encantada, whose reaction to guns was to leap through the air at the shooter and kick the gun out of their hand, was built on 555 points in the version I have in my files; I believe she started out at 500, which is a good starting point for baseline supers. Your campaign isn't in the supers genre as standardly defined, I know. But it has a lot in common with it. It has power sources, and origin stories, and characters with powers and abilities far beyond those of mortal men, and it even brings together characters with powers from several diverse sources. All of that is almost exactly like supers. Try building some sample characters on 500 points, giving them protective abilities that that point budget will allow, and test them against each other.
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Bill Stoddard I don't think we're in Oz any more. |
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#105 | |
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Join Date: Oct 2010
Location: earth....I think.
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You are STUCK with the mind set of "This part is too realistic and I want it to not be" while ignoring the part of GURPS that you should be using, which is giving the characters the abilities they need to be cinematic. Guns are dangerous, in every setting I have ever seen. The difference in their danger does not come from CHANGING the guns, but the characters. In an urban modern spy thriller, guns are the end all be all for the PCs. In a Supers, they are a nuisance to the PCs. The guns are the SAME, its the PCs that changed. |
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#106 | |
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Join Date: Aug 2004
Location: Austin, TX
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Highest consistent, low-tech damage at my table was probably Big Al, the half-ogre knight with Weapon Master in a DFRPG game. He tended to go up against a lot of demons, golems, and other weird monsters by the time he reached that point, but 4d+12 damage splattered anything that was vulnerable to being splattered.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#107 |
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Join Date: Feb 2005
Location: Berkeley, CA
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In most cinematic settings guns are perceived as dangerous but are very rarely actually effective. This is not something GURPS handles well (though most other game systems don't do a lot better, it's hard to manage "looks dangerous but actually isn't" in a rule set).
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#108 |
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Join Date: Aug 2014
Location: Snoopy's basement
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Guns are very effective in cinematic settings EXCEPT when the script needs different.
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#109 |
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Join Date: Feb 2005
Location: Berkeley, CA
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I would reverse that: Guns are only effective when the script requires it.
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#110 | |
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Join Date: Jan 2008
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Looks dangerous: new player sees 7d damage from Farmer John in the rule book, compares that to HP, expects instant death Actually isn't: GURPS characters with decent HT can survive down to -50 HP or more, and even just hitting a vampire in the first place potentially involves beating Stealth, vampire Speed, range penalties, Dodge, Luck, and so on. Mission accomplished! |
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| combat, defending, tactics, vtm |
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