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#51 | |
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Join Date: Aug 2007
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Also, 17 pts of damage won't be 2x for some characters built on 250 pts. With 16 HP the base threshold is 9pts and 2x is 18pts. 16 HP is quite reasonable fr 250pts and 20 or higher is possible.
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Fred Brackin Last edited by Fred Brackin; 08-03-2023 at 10:13 AM. Reason: Edited to remove unclear language about limb crippling |
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#52 | |||
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Join Date: Nov 2011
Location: South Dakota, USA
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Yes, finally caught up!
First, the thing I didn't see mentioned: Extra Lives The relatively short version is to treat it as a "Mundane" trait in the vein of Luck, as opposed to a Power or the like. From a gameplay perspective, your character died and has now used up that Extra Life; from the story's perspective, you had a close call and/or seemed to die. This can turn character-ending or even campaign ending goofs into survivable learning situations, whether it was the players or the GM who underestimated the danger. There should be a Limitation, to prevent abuse, and make it clear this is not some miraculous thing. For example, the Extra Life won't kick in if you deliberately jump from a fatally high location just to more quickly reach a lower elevation. Or if you want to convince the NPCs that you're a god they should worship by rising from the dead. ¬_¬ Even when it works, exactly how well depends on the situation specifics: if the only plausible outcome is you were mistaken as dead a la Hard To Kill, that is what happened. On the other hand, maybe your character seemed to die in an explosion, but instead you cash in Extra Life and you merely were separate from the party by that same explosion. I just haven't worked out a value for such a Limitation. I mean, if you just assign (for example) three Extra Lives to each player at the start of the campaign and don't allow them to buy more, the exact CP value doesn't usually matter. Quote:
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Common Sense should just be a Leveled Advantage that improves such rolls... and yes, all of this falls under the "How to avoid killing your player characters as GM" heading. The GM will need to make judgment calls if he or she is worried their players are abusing such mechanics, but I think that just falls under the duties of GMing. If someone is abusing it, or it just adds to much to the GM's workload... one just has to go back to RAW.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 08-03-2023 at 12:14 PM. |
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#53 | |
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Join Date: Aug 2022
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For human mages who have lost a limb I think cloning or the produce of cyber ghouls would be the best options. It needn't be THEIR limb, it need be flesh specifically.... I got this interesting web of lore underpinning the whole setting (TBH I'm getting to the point that I might be able to share the source book that I'm working on.) It's... eldrich... lovecraftian themed with cyberpunk tech. To make it all fit together with vampires, imagine the elders as invading trans dimensional spirits (which tbh fits pretty well with lovecraft lore.) Vampires are born of an invading spirit that like many isn't quite capable of forcing the human plane into compliance and forming a body for itself so it forms symbiosis with human hosts. Generally such invading spirits begin to twist the host reshaping it into something else, greater ones begin to warp reality around them through greater and greater connection with the twisted host. The magic is heavily inspired by works like Dark City. Classic human magic works to reshape reality itself because the human plane is made by men's minds. A fun idea based on the experiments that show that material reality changes behavior based upon observation (particles travel as waves when unobserved. ) It is a solid connection to the human plane that allows them to discover the means to manipulate it and the invading lesser beings do the same. They possess a denizen of our world and use that as the connection to begin to discover manipulation. But then man made a new plane of reality, a tesselation, a sub plane if you will called cyberspace. It's not alien to men as it is of men but it is not the over plane of reality. It's effected by the over plane but again exists separated with its own rules. As a man increasingly becomes cyberized this sub plane becomes more and more part of his core understanding of reality until he loses the connection with the over plane to manipulate it, the sub plane of cyberspace is his true home now and now his magic works there. What other men are able to do with cyberdecks that have a hard cap on the level of hacks / spells he does by his spirit with no deck. He doesn't need a cyberdeck, he has become the deck, a sentient deck standing astride worlds! Gameplay wise I was imagining human magics are focused on shaping the world (earth air water ect), changing the density of reality (haste slow), creating gateways and tracking / targeting elder invaders. They can sense the wrongness of the invaders with proper magic and try to impose human planar order causing specialized damage (aggravated, all extra planar beings are very similar to vampires in being unkillable. Some like ghouls just can only be driven out of the dimension for a time as they are truly immortal.) The vampire magic being the hungry symbiosis / parasite it is is principally focused with manipulating both it's own flesh but also tracking and manipulating flesh and blood humans around it with minor manipulation of the world around it. The Technomancer is focused on the digital world and all within it. All the phones computers, doors, cyborgs (which most people are at least lesser cyborgs) able to sift the sea of information to track, manipulate and command. They really are quite incapable of targeting naked humans or a vampire... much less an elder prince. But they can even manipulate their own cybernetics to help out if the target is alien to their plane just as vampires can buff themselves as they have extreme difficulty targeting cyborgs which sit at the edge of their current plane. // whew! I'll respond to the rest in a bit. Sadly lunch break is over... // Last edited by Colonel__Klink; 08-03-2023 at 12:58 PM. |
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#54 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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It's true that rifle hits to the limbs will often ruin them, and a solution can be to lift the 'destroyed' threshold to also be four times the crippling threshold. In my experience, having a character take a hit that 'cripples' a leg or arm (most PCs in my experience have high HT and/or Rapid Healing, so I've yet to see an unhealable crippling that wasn't from massive damage) add drama to a fight - a leg means they fall over and need to be rescued or helped into cover, etc. A crippled arms or hand means they need to swap from their rifle to a pistol, or change hands, and accept the reduced effectiveness, again adding tension to the scene - all without actually removing them from the fight as a loss of conciousness or death would. This is one of the things that makes GURPS combats interesting compared to games where it's all about ablating pools of hit points until they hit zero.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#55 | |
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Join Date: Dec 2022
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If absolute banality is the goal then...
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Now make hacking a computer/starting a fusion reactor/getting the methacrylic acid pump back in action, etc a good story without knowing anything about the subject. It's just a dice roll. It can't even be imagined without some level of knowledge. There's nothing wrong with that, it's just not my preference in an RPG. |
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#56 |
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Join Date: Dec 2022
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#57 |
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Join Date: Aug 2004
Location: Wellington, NZ
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Hence "...just as core as other non-optional rules." They are all equally optional/non-optional (which doesn't mean that they're all equally important, of course).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#58 |
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Join Date: Aug 2022
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Edited out the responses:
I realize I have ultra tech and magic in my setting. Stimpacks and magic spells can resolve most of the issues of survivability and possibly even have stims to temporarily allow use of disabled limbs but not destroyed limbs. Last edited by Colonel__Klink; 08-03-2023 at 06:59 PM. |
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#59 | |
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Join Date: Oct 2006
Location: Chagrin Falls
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#60 |
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Join Date: Oct 2006
Location: Chagrin Falls
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When I GM the answer varies by genera:
For everything... I let the players know that recklessness is dangerous and that a one trick pony PC is likely to face lots of things against which he is not specialized, so either cover your bases yourself or stick with a party member who can do it for you. As part of my play style I'll often point out situational risks that would be obvious to the character. Perhaps this is 'everybody gets Common Sense for free' but I try to use it to add to the sense of dramatic tension. "As you try to psych yourself up to sprint across the gap, leap the sand bags, and wrestle the enemy soldiers a flash of nostalgia flits through your mind as you wonder what your wife will do with your posthumous medals. Are you sure Sgt. Foolhardy wants to do this?" For DF I generally don't worry too much about PC death as it is part of the expectation. Resurrection can become a plot goal, getting a replacement PC is easy and lets a player change play modes a little bit, and actually having a PC die can add to drama not just in the moment, but also when the party is in danger again as they recall their fallen friend. In my Infinite worlds campaign Luck is strongly suggested, the point budget is quite high and I almost always give them operational initiative (you get tp plan how you want to address a problem rather than having one forced upon you while unprepared), not always, but mostly. Beyond that, they tend to have better armor than their opponents have weapons (mostly); thank you higher relative TL. Even further I let my players forego the survival point for one adventure (per PC, ever) to turn a wound into a flesh wound. "That sniper's bullet nicked your ear... it makes you shiver to think about what would have happened if it had been a few inches over" Add to that the care and feeding of a player new to GURPS where a significant but diminishing amount of GM advice is appropriate and we've yet to have a dead PC. If I were to run a different genera it would probably be tailored to that idiom. E.g. Fallout would have rapid increases in power levels with odd situational perks and a small but real risk of spectacular bloody dismemberment via Gatling guns. Old west might have drunk opponents and unreliable ammunition. Far future Sci Fi might have Extra Life clones or the ability to upload consciousness out of a dying body. Weird modern might have the option to play as a ghost with unfinished business.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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