|
|
|
#91 | ||
|
Join Date: Aug 2022
|
Quote:
As such I was principally concerned with just getting the basics working, having good fun gunfights with normal human characters without it being instantly lethal first. With the basics done I figured I'd move on to the supernatural and superhuman power scale. When I started looking at even vampires with supernatural abilities with the base HP range not being able to cope? I started to panic! What I love about gurps is the combat is attack and defense. There's counters and movement and all sorts of things you can do. I just knew that these weapons would EVENTUALLY connect and they need to connect sometimes in order for players to feel the threat so I was worried about not having things padded enough so they could take a hit, be reminded how *dangerous* this all is but not have all those instant "you lose" crippling effects fall into place. They are all quite "realistic" but they are not very... well they aren't good gameplay for adventurers. It's the opposite of normal gameplay. When a player is losing you don't normally put the boot in and intentionally finish the job as gurps is systemically designed to do. (sorry if the player has a HIGH dodge roll of 12 and the game halves it you get a 6... which is basically "get a critical roll or you're dead.") One of the things that I am thinking about is if I as a GM can get players to think about combat like Kenshi. With decent HT at 15-16 (heck even a 14) it's pretty much impossible to straight up die on a failed HT roll that isn't a crit failure. You're "mortally wounded." You're out but not *technically dead.* In Kenshi... well it happens, bad guy cuts you up, steals your sandwich and leaves you for dead. High toughness (HT in gurps) is how you survive that fate and don't bleed to death before you can wake up and bandage your wounds. It's the will to survive. I wonder if a house rule increasing the margin of self recovery from that is a good idea? But it's hard to change player perspective that this is part of the game and not painful gameplay. How to set it up so they know they can get k/o but they will always have the chance for vengeance? Quote:
Now I got a 4th edition book and the VTM book I'm using for GUIDELINES for my setting. I like the concepts of the powers in it (I don't like some lore things like generations from Cain ect.) I've already been adjusting it like changing celerity's speed per level, partially this is because I want a human burning through fatigue with a reflex booster implant to be on par with a vampire of the same level of boost. However one of the things that is taking me getting used to is a 250 point base character (recommended in the quite dated cyberpunk book I found in a bargain bin... I'm not sure what edition it was made for... I use it only to get a "feel" but it's rules are other wise pretty useless it seems.) From the excessively grounded in reality 100-150 point perspective it was too easy for me to latch onto "humans should have 10-13 HP." Which means the scale of combat I want just... is too much risk for the player characters. |
||
|
|
|
|
|
#92 | ||
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
Quote:
My 'Traveller' games started with 200 point characters, and they've faced a lot of scary opponents over the years, and as the PCs generally have decent armour, those opponents tend to have powerful weapons. Despite that deaths have been rare, and even serious injuries have been memorable for their rarity. All the (PC) deaths I can recall were from taking gambles, knowing that a character death was possible and losing that gamble (much more often the gamble would be won, and the PCs would win). I've offered advice as best I can, but really I think you're over-selling the problem. Have you run an adventure for a few sessions, as a test run, to see how much of a problem it actually is in play? Or fought out some scenarios, with the character having various advantages and builds to see what works and what doesn't? Now, I absolutely will agree that if there's no decent body armour available and full-bore rifles are common, 'normal' (sub 200-point, not built with exotic advantages) people will get hurt or killed fairly often if they get hit. But the solution is to make the characters you don't want to that happen to not-normal, unless you want everyone in the game universe to find guns to be only moderately annoying, in which case you should nerf the guns to match the universe. If you want cinematic characters, they need cinematic advantages (Luck, Enhanced Dodge, etc.) and the points to pay for them, and/or the option to adjust outcomes by expending points ("Influencing Success Rolls", Campaigns, p.347).
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
||
|
|
|
|
|
#93 | |||
|
Join Date: Jun 2022
|
Quote:
1 - That was for normal folks. 2 - You were trying to emulate Vampire: The Masquerade. Once I realize you had no desire to adapt VtM into GURPS I started aiming you at using Unliving, higher HP and DR. Or as I said, just do what you want and nerf firearms, but beware the knock on effect of making swords and axes king. Quote:
Quote:
* Due to cutting or impaling wounding modifiers and hit location modifiers, as well as less from DR. I was happy with the 30 HP, DR 10 monstrosity I made in a 250 point Dungeon Fantasy game. I did "play carefully" in order to avoid "breaking the game", not be too much of a threat or too efficient at dealing with foes, thus ensuring the GM never wanted to throw something to "truly challenge the damage sponge", because I know how easily that can become a TPK when the damage sponge drops due to bad rolls and the rest of the party is suddenly facing a monster they cannot handle. |
|||
|
|
|
|
|
#94 | |
|
Join Date: Aug 2007
|
Quote:
"Modern 4e cyber is in Ultratech and Bio-tech. UT also has more armor and rules for disguised armor that is very useful for cyberpunk. Incidentally, this "soft" clothing armor helps balance melee against guns. It's base 12/4 which is DR 12 against Piercing and Cutting but only DR 4 against everything else.
__________________
Fred Brackin |
|
|
|
|
|
|
#95 |
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Which has the amusing effect that it's more effective vs armour-piercing arrows than standard broadheads.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
|
|
|
|
#96 | |
|
Join Date: Aug 2022
|
Quote:
The tailored armor is something I'm really thinking about and sorting how to offer it in a quick digestible way for my players during session zero as their starting armor. I'd prefer it would be 8/4 as starting armor (so enemies with regular rounds in pistols could at least hurt them) but we can use AP rounds or something lol. Last edited by Colonel__Klink; 08-05-2023 at 12:47 AM. |
|
|
|
|
|
|
#97 | ||||
|
Join Date: Sep 2019
Location: UK
|
I'm not sure about any of the following.
Quote:
However, not every GM and not every game subscribes to that way of thinking. You'll notice that several of the example characters in the Iconic Characters section in Basic Set have an attribute at 16 or more, even the humans. And the Dungeon Fantasy series seems to take attributes like that for granted for heroic dungeon delvers - which is one way that their characters are routinely 250 points or more. Some people on here have mentioned that in some games they've ditched even the "all humans of roughly the same size have roughly the same amount of HP" rule of thumb. Not that it applies to your game anyway, as some people have mentioned - your PCs aren't mundane humans, so it makes perfect sense for some of them to have superhumanly high HP, even if you care whether things make sense or not. Quote:
Quote:
Quote:
__________________
Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
||||
|
|
|
|
|
#98 | |
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
|
|
|
|
|
#99 | |
|
Join Date: Jan 2008
|
Quote:
|
|
|
|
|
|
|
#100 | |
|
Join Date: Aug 2004
|
Quote:
ARASAKA Limited SPYDER COAT: Designed from a more utilitarian styled light “Duster” style coat, the Arasaka Spyder coat was designed with an eye towards a more fashionable “overcoat” than anything else. Made of the finest synthetic Arachnoweave, this coat will cover up to half of the throat if the collar is pulled up, otherwise none of the throat if pulled down. In addition, it covers the entirety of the users arms and torso, right down to the user’s knees. Available in many colors and as of this time, 14 different patterns, the Spyder Coat released Fall of 2047, will be a good addition to any executive’s clothing wardrobe. This clothing is for discriminating buyers whose wealth demands both style and functionality. Anyone who recognizes this as an Arasaka Limited, will usually be suitably impressed – as the coat itself is almost as expensive as a small car. Cost: $39,000 Weight: 8.2 lbs Game specifics: This armor can be targeted using the chinks in armor rules. Its DR is 24/6 – 24 against bullets, and 6 against other forms of attacks. Time to don is 3 seconds for full DR, or 2 seconds but with a gap in armor with a DR 0 (the front being unbuttoned/unzipped) that is visible from the front. Note: the standard Overcoat used by Arasaka employees or Guards costs as little as $9,800 for essentially the same stats. The difference between the Spyder Coat and the workman's duster is a matter of status. Wearing a Standard Arasaka Duster as a common workman will not gain the +3 bonus for wealth that the Spyder Coat does. Arachnoweave Balaclava - covers the face, skull, and neck, leaving only the eyes exposed. Comes in multiple colors such as black, grey, white, along with urban camouflage and battlefield camouflage patterns of various nations. Cost: $1,300 Weight: 2.2 lbs DR 24/ Unlike the Duster style armor, the balaclava does not suffer from chinks in armor rule. You won't find these in the GURPS ULTRATECH because they are built using the Pyramid rules I've alluded to in the past. It is simple work to craft an excel spreadsheet that permits one to handle ALL of the calculations on the fly where you simply select an armor material, fit type, character weight (in case you want to have fitted armor for someone who is 210 lbs instead of the stock standard 150 lbs.) along with the area you want covered. I've set mine up so that I can either have coverage for an entire area such as Torso, or I can simply armor just parts of the torso. The spreadsheet is not hard to create. Google how to create drop down lists in Excel, along with liberal use of Vlookup, and you can easily create a database of armor materials, weight per DR, cost per pound, etc - until the entire spreadsheet can do all the grunt work for you. |
|
|
|
|
![]() |
| Tags |
| combat, defenses |
| Thread Tools | |
| Display Modes | |
|
|