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#31 | |
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Join Date: Jan 2008
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I've run gameworlds where single combat between champions was the normal response to meeting foreigners (with a monetary prize called "kresim" at stake to buy the life of the loser). I used this to explain why e.g. drow and githyanki hadn't wiped each other out--it was mostly just their low-ranked warriors fighting each other, one at a time, mostly to claim kresim and not a life; not escalating to group battles unless the chosen champion from one side was so unimpressive that the other side felt confident about curbstomping them with no casualties. This also happens to be the perfect setup for PCs to find adventure in. I should reuse this concept... Last edited by sjmdw45; 08-01-2023 at 01:12 PM. |
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#32 | |
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Join Date: Dec 2022
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The con of playing players that are technically specialized/trained/educated above the level of the player is that it can quickly devolve into nothing but dice rolls. Like rolling against "hacking" skill to see if you can break into a network. Then rolling against "computer programming" to see if you can insert a virus into the system. Sure, you succeed, but what did you "do"? Geeks like me can relate to and make a plausible description of what it actually takes to break into a network and write a virus from scratch, but most can't. Lower tech levels don't run into anything that extreme. At least not the ones I run. Maybe that's why I like the fantasy genre so much. It can be as easy or complex as you like and still be a pretty good read. |
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#33 | ||||
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Join Date: Aug 2004
Location: Wellington, NZ
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In TL9+ games, watch out for weapons that have fully automatic fire and Rcl 1 or a high Acc. Laser rifles are especially dangerous because they have all three features, and it takes very little skill for someone with an Acc 12 laser to land most of a 10 round burst on someone, and modest skill will let them aim for somewhere like the Vitals. On the other hand, as written in UT gauss weapons are good 'bad guy' guns - they hit reasonably often, penetrate armour well (so they're scary - the reliably do damage), but as they're pi- they don't do too much damage, as a rule (just don't have mooks take aimed shots at the Skull or Vitals). They're good for high-threat bad guys, too - they can be given sufficient skill to credibly take aimed shots, and suddenly those little wee gauss darts become really dangerous. A good way of damaging and throwing PCs around in ultra-tech games, assuming they're wearing full-coverage armour, is explosives. Make sure the explosion is unlikely to do more damage than they have DR but still nearly overcome the DR (or let it do a little more), and if they're decently armoured it'll throw them around nicely (and do blunt trauma damage if they're in flexible armour). If they get thrown into a wall or off somewhere high they'll take damage even if in rigid armour, because falling damage does blunt trauma regardless (as far as I'm concerned, getting hurled into a wall counts as 'falling'). This lets you rough PCs up without killing them. Finally, with high-damage weapons it's less lethal to roll random hit locations, rather than just assume that the NPCs aim for 'centre of mass ) (i.e. the Torso), because limb hits can't kill outright, whereas a high damage attack to the Torso can. This does risk instant death by random hit to the Skull, but given how much it reduces the chance of a Torso/Groin hit, it's worth it. For low-modest damage weapons, the reverse is better, because the main threat from them is taking a crippling injury and having it become long-term or permanent. Perhaps counter-intuitive, but there it is.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#34 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Decades ago, I was invited to trade off with a household of gamers: I would run a session of D&D for them and then they would run one where I was a player. So when it was my turn to play, I created a fighting man, wanting something simple to let me focus on the quality of play. And when the fight started, and I was prepared to have my character attack the foe, they asked, "What do you do?" They wanted a description, or even an acting out, of the actual combat move. They were all members of the Society for Creative Anachronism and took it for granted that everyone was experienced with simulated medieval combat. And I had never done that sort of thing and hadn't a clue. I could do "I roll the d20 to hit the orc," but there was no way I could relate to what that actually involved. And that, of course, was what GURPS calls "TL3."
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Bill Stoddard I don't think we're in Oz any more. |
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#35 |
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Join Date: Aug 2004
Location: Wellington, NZ
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B559 has a table for cover SRs, and it suggests wood has DR 0.5-1 per inch. For a fast-growing pine, such as you'd find in a plantation here in NZ I'd go with the low end - they're soft and mostly water. For the slower growing and much harder natives, I'd take the high end (and note that a decent native is going to be many feet thick, whereas the pine would be 2-feet thick at best). I'd assume that the bullets go through the thickest part of the tree, for simplicity and speed. So a pine tree in a fairly new plantation would be DR5-6, in one ready for felling, DR10-12. A native would be DR24+ and for most small arms I'd not bother with damage rolls - "The tree stops the bullet(s)".
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#36 | |
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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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#37 | |
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Join Date: Jun 2022
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If the Player has to roll the dice and say "I'm trying to diplomance the King", fine. roll away Player. (Though I will question "to what end?" and try to guide them into thinking about the 'how'? Are they playing up their similarities? Pointing out economic advantages of allying, describing the many ways the King's power can be increased? Etc. In other words, what lever are they trying to use to budge the NPC, as that will set the future relationship succeed or fail). |
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#38 | |
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Join Date: Nov 2004
Location: Sydney, Australia
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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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#39 |
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Join Date: Aug 2007
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Our running joke dates from an adventure book where the text description had three paragraphs before it got to the purple dragon in the corner. No, it wasn't a Cormyrian man-at-arms either.
Bizatrrely it was some Hackmaster modules (which I bought cheap to adapt to Gurps) that were best organized. For every room there was a highlighted box listing how many monsters and how much treasure was in the room and what each was worth. Certainly better than burying such information amidst the flavor text.
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Fred Brackin |
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#40 | ||
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Join Date: Feb 2007
Location: New York City
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1) Make them buy luck (& save it for emergencies). 2) Make them buy destiny Points (as per Monster Hunters 1 p.23) For all players: 3) Match the opposition to the team. |
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| Tags |
| combat, defenses |
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