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#41 | |
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Join Date: Dec 2022
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Even if you don't go full complex or know much about medieval combat, a gamed fantasy encounter still puts together a pretty good story even in layman's terms. Hacking a computer in game and knowing little to nothing about computers and/or networking? What kind of description can you write for that after the game? That's a pretty bad call on their part not to, at least, give you a little prep for what they would expect. Especially since you were the GM first. What did you do? Did they try and modify the dice roll depending on your knowledge of medieval combat? |
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#42 | |
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Join Date: Jun 2013
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Of course, situations like that are where other players (and the GM) can be useful for providing commentary, suggesting ideas on exactly what the character is doing (whether that's identifying an unpatched application and using an exploit to gain root access through it, or using the contact between the blades to push the orc's sword out of line and thrust into its gut).
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#43 |
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Join Date: Aug 2014
Location: Snoopy's basement
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#44 |
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Join Date: Jun 2005
Location: Lawrence, KS
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I don't know any more. I met C in 1984, and it was sometime before that; over four decades the memory has faded.
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Bill Stoddard I don't think we're in Oz any more. |
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#45 | |
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Join Date: Aug 2014
Location: Snoopy's basement
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I wouldn't be playing long with a GM that nerfs my character to what I, as a person, am capable of. |
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#46 | |
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Join Date: Apr 2019
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Naked Kobols (as in "lvl1-3" with 'gear'), pack of feral dogs, street gang (younger, smaller, scavenged weapons, improvised armor, etc), things along those lines. Stuff that one on one would probably be hand waved as "Mooks" and not even gamed out with a more experienced group. Starting out you will see if the PCs jell and have any concept of tactics "al la GURPS", and you will also get an idea of lethality as a GM. The waves tactic allows you to adjust on the fly adding or subtracting from the next wave, and deciding when the next wave comes. ("As the fight takes a turn in your favor, you hear screeching/howling/shouts in the distance"). A group of faster lighter XXX will be the second wave, third wave will be stronger tougher and maybe have a singularly difficult 'leader'). Putting pressure on the encounter without putting the party in a place where you have to do a GM Bail out or let the TPK happen ("You think you see movement [off in the trees/ between to pillars/ in the street] but in the shadows its difficult to make out") There are all kinds of methods and reasons that the Enemy would turn tail before doing irreparable harm to the PCs, even up to nothing past a couple stragglers from the original group shows up to try and bolster their comrades but end up either not engaging or running after they see that the PCs are not being overwhelmed. I personally tend to prefer groups of relative lower power enemies to a matched team. A single "boss" encounter that is a challenge for your collective PCs is also so strong that its generally hard not to kill multiple PCs 'on accident'. You can't use these techniques forever or always, but as a go to for either scaling difficulty or assessing players/PCs it works really well, especially if you want to wear a group down and just get them to expend resources prior to a specific scene. |
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#47 |
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Join Date: Aug 2022
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Someone mentioned keeping limbs in and always rolling randomized limb damage (maybe keeping the head off the list? ) It was a really interesting idea considering the kind of campaign I'm doing.
The only thing that makes it work is that it would require per game rules two hits regardless of the weapon to blast the limb off. With the damage profile of a rifle on the lower end of the power spectrum (5.56, 5 dice) without the damage limiter to limbs it would blow an unprotected limb O*F*F* every single time! As it is the limb hit would knock most players out of the fight either rendering a leg useless, if it hits their main hand and they are a pistol user they are fighting at -4 (plus shock), if it hits the off arm and they are using a rifle they can't use their weapon anymore. The limb damage got me to think of the game like Kenshi though where toughness is the most important stat. It prevents you from bleeding out, it's how you wake up before the dogs eat you ect. That's HT in Gurps. Kenshi's health system is one of my favorites. The problem with gurps is that it's structurally designed that if a player gets hit ONCE the negatives start stacking to knock them out of fight. Reeling (lose 1/2 of your defenses), shock (up to -4 on attack actions), instantly crippled limbs from just one hit even from a pistol. Ect. I'm not sure how to even begin to cope with it. As soon as a character gets hit the rules are stacked so as to try to ensure that they lose. In my setting the limbs getting blown off can be interesting flavor. It gives humans a reason to visit the ripper doc and at the very least buy a five finger discount (hur hur) arm that works... mostly till they get more cash. Vampires well they just use 5 blood points and they can regrow a completely obliterated limb. It would pose a problem for players who want to be human mages in setting as I wanted it to be that if you delve into cybernetics too much magery is beyond you but instead you become a "technomancer" able to hack better than anyone with a deck. added: (at present I'm planning on pushing reflex jackets on players... with them at least having tailored armor clothing. It doesn't strike a great balance as it renders pistols useless but.. What can you do?) Last edited by Colonel__Klink; 08-03-2023 at 09:32 AM. |
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#48 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
__________________
Bill Stoddard I don't think we're in Oz any more. |
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#49 |
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Join Date: Aug 2014
Location: Snoopy's basement
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I found this house rule a couple of years ago.
I've allowed it in two cinematic campaigns now and it has only been activated once when a character had a catastrophic failure in a climbing situation. The more significant effect is that players are more willing to use Luck earlier in play and for things other than combat defense. |
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#50 | ||
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Join Date: Jun 2013
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It is arguably problematic that grazing (~minimum damage) hits to limbs (and elsewhere) are rather unlikely (and become markedly more unlikely the higher the base damage, as the more dice you roll the closer to average you tend to be). One idea I had, inspired largely by lwcamps' Variable Blow-Through idea, is to replace the damage roll with a 1d roll that determines hit placement; a 1 represents basically perfect shot placement (the Eye on a headshot, the Vitals on a Torso hit, the bone on a limb hit, etc), a 6 represents a grazing hit, and the others are somewhere in-between (roughly speaking, 1 is going to do around minimum damage, 2 is going to go a bit deeper but cause below-average damage, 3 and 4 are going to deal around average damage, 5 is a serious hit that will deal above-average damage, and 6 is going to be around maximum damage). With something like that, even something firing .50 BMG has a decent chance of a grazing hit (although at 6dx2 damage, even minimum damage is going to cripple pretty much any human's arm, and either tear off or at least upgrade that crippling to permanent*). Quote:
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