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#121 | |
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Join Date: Aug 2022
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I mean I COULD warn all my characters that they *MUST* have luck and this. and that.. and just... fill out their character sheets so they are all the same and say "there! Write your name here." Or... we could increase the margin for failure in the game buy reducing the ridiculous scale of damage and not need special pleading rules to come in and save the day... I'd rather not watch all the fun and joy fade from my players eyes when I tell them because I liked so many of gurps mechanics all their characters are going to be the same build... |
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#122 | |||
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Join Date: Jul 2008
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Luck and Combat Reflexes are recommended for all combat protagonists, yes. I don't understand what about this you're objecting to. What do you lose by having the same advantage appear on multiple character sheets? Are you also unhappy that a lot of your PCs will probably have Guns and increased DX?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#123 | |
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Join Date: Aug 2022
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I'm sorry that I'm pretty disappointed that the game when it comes to firearms is so fundamentally broken and flawed it requires a special pleading mechanics to fix the problem. "no no that dice roll didn't count." That's not a solution to the problem, it's papering over it. Allowing the players to do that by spending points or the GM just rolling his dice twice because he's unwilling to let his players get insta killed, it's the same thing. I'm not even saying I don't want luck in the game. I'm saying THERE IS A PROBLEM WITH A GAME THAT REQUIRES DICE ROLL FUDGING. The other recommended solution was... allow the PCs to be so powerful and scale the encounters so the enemy doesn't get to fight back before they are all well on the ropes or dead (the offense being the best defense argument.) So my players get bored as they don't feel any threat or challenge because if the enemy fights back and has anything other than the crappiest weapon they CAN potentially get that hit... |
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#124 | |||
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Join Date: Jun 2013
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Now, this doesn't mean you truly have to buy Luck. There are other routes to keep your character alive - and sometimes, keeping your character alive isn't even the point anyway. But it is a trait that gives you a lot of bang for your buck. Quote:
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Another option, which really isn't mentioned anywhere in the GURPS canon that I'm aware of, is to treat all fatal wounds on PC's as inflicting the Mortally Wounded condition (and possibly ignoring the rules about needing to roll against HT from time to time to stay alive - the character basically goes into the same sort of "Wounded" condition one sees in JRPG's until they receive treatment from the setting's equivalent of a Phoenix Down). Yes, even if the character gets shot in the head by .50 BMG (average of around 160 HP Injury without armor), they cannot exceed Mortally Wounded. If the rest of the party emerges victorious, great, now they can get their friend the medical assistance needed. If the rest of the party is beaten (or flees and leaves the "dead" character behind), OpFor can treat the character in hopes of getting information out of them, publicly executing them, putting them on trial, or whatever - leaving the party the chance to escape (or mount a rescue). The player can opt to simply let their character die on a failed Death Check, particularly if it would be dramatically appropriate, but otherwise as long as it's not breaking anyone's immersion, PC death simply does not happen. That would be on the extreme end, but easily doable.
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GURPS Overhaul |
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#125 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#126 | ||
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Join Date: Jul 2008
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(There are, of course, plenty of unreal countermeasures you can use in GURPS when you want to, which I think you've been exposed to.) Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#127 | |
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Join Date: Aug 2022
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Guys... the reason why I went to gurps is the core structure of the game allows me to build the unvierse I want. Sneering at the other game because "well it's not like our game, it's not "realistic"" is just... silly. If you want total realism that's great! But a universal role playing system shouldn't demand that I play hyper realism with the rest of you. It's astounding to me how the folks replying are absolutely against the idea of just softening things up, increasing the margin of error by stepping back from "realism" for fun. It's pretty silly to be so obsessed with realism when I'm talking about magic and vampires in the first place... Right now it's so tweaked toward realism, so impossibly pushed in that direction that players use dice fudging to make up for the absolute lack of forgivness. That's... A problem guys. No, I don't need to give luck as a free advantage, as gm I can re roll any bad roll I want to. What I want is to set up an experience where i don't have to. Where if they screw up this roll and fail intimidate there's another option, and there's another option beyond that to get the info. They could take more than one path and we don't have to re-roll. It happens though, the less experienced the gm the more he has to do it... but the GOAL is not to have to do it at all. The GOAL is an entire experience where no one player or gm *needs* to fudge rolls, then suddenly luck is a fun advantage. It's not something you call out of desperation, but something that brings light and life to a game funnily like unlucky would. |
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#128 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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So use TV Action Violence or Survivable Guns or something.
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#129 | |
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Join Date: Apr 2019
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But also, the average roll for a d6 is 3.5. So a head shot from a 9mm pistol that does 2d+2 pi is likely to end up doing 36 damage to the head, minus 2 for natural head DR, for 34 final head injury. A PC with 12 HP is going to have to make only 1 death check with that damage. And if the PC has HT 12, they're probably going to survive that death check - and end up living, if a teammate can get them to a hospital. And that's for a regular human who has slightly above average (i.e. adventurer) stats. ST 12 and HT 12 is only 40 of those 250 points.... And you still haven't used that Luck advantage, which would have forced Farmer Brown to reroll that 3. (And as folks have pointed out, the chance that Farmer Brown is going to roll a 3 is 1 in 216.) In my opinion, the game is a lot cooler when you get shot in the head and still manage to come back to tell the tale than when a GM fudges dice rolls that probably didn't need to be fudged in the first place. Again, in my opinion, the game is a lot more fun when there's a real chance of getting shot in the head by Farmer Brown and having it be game over - except that you're just a little bit tougher than a random zero point guy. |
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#130 | |||
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Join Date: Jun 2013
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__________________
GURPS Overhaul |
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| Tags |
| combat, defending, tactics, vtm |
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