|
|
|
#121 | |||||
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
Quote:
One thing I'd do, once you've decided on all the rules you think fit your game is to go over them and ask yourself which ones can be dumped for being too fiddly or adding too much rolling for the value they bring, and then discarding those. Quote:
Quote:
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 08-05-2023 at 07:38 PM. |
|||||
|
|
|
|
|
#122 | |
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
|
|
|
|
|
#123 |
|
Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
|
Apologies if this has been mentioned before. From experience the most dangerous encounters are regular adventures (without magic, high tech armour, or superpowers) going against opponents with automatic weapons. In my games this most commonly occurs in fairly realistic historic war zones like the American-Vietnamese war. Assuming that type of scenario I employ the following:
Engagements typically start at beyond half dice range in open terrain (half damage) or in very thick cover for short range engagements making it difficult to score a hit. This has the added advantage of seeming realistic as the enemy wants to minimise their own casualties. Use random hit locations for NPC fire. There is a good chance of striking a limb which is non-lethal. Make realistic assumptions about enemy behaviour. The Viet Cong for example often used hit and run tactics, this greatly reduces the chance of character deaths. Looking at the American-Vietnamese war from an Australian perspective about 60,000 soldiers were deployed during the war and there were around 500 fatalities, not all of those were combat related. Sure the PCs might be exposed to more danger than the average soldier who might not even see combat, but even casualties amongst SASR soldiers was fairly low (I can’t recall the exact number). As GM I try to investigate the historic reasons for the surprisingly low casualty rate and make sure they are reflected in game. Encourage PCs to take advantages like Luck and Danger Sense. Encourage PCs to use reconnaissance and planning, and allow it to work well. Reinforce the idea that GURPS is not like those other games.
__________________
The stick you just can't throw away. |
|
|
|
|
|
#124 | |
|
Join Date: Jul 2008
|
Quote:
(Bonus: even if the PCs are wearing laser-proof protection, their equipment isn't and laser acc is so high it's practical for fairly ordinary shooters to do things like shoot somebody's gun.)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|
|
|
|
#125 | |
|
Join Date: Nov 2004
Location: Sydney, Australia
|
Quote:
__________________
Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
|
|
|
|
|
|
#126 | |
|
Join Date: Jul 2008
|
Quote:
A lot of technologically advanced settings should not use the UT laser rifle, for sure.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|
|
|
|
#127 |
|
Join Date: Jan 2008
|
Huh? I don't see how it implies that, since I don't. It just means I can't remember if there's a canonical order for DR loss vs. HP loss. (Or at least couldn't at the time. Turns out there is, and HP is lost first, so DR 6+ saves you from dying to the first shot.)
Last edited by sjmdw45; 08-05-2023 at 08:24 PM. |
|
|
|
|
|
#128 |
|
Join Date: Jun 2022
|
There is a thread around here somewhere that semi-reviews each issue of the Third Generation of the magazine (all 4e rules), so I'd read that thread to get an idea of which issues might be more useful to you before you just willy-nilly buy them all.
I mean, I bought them all*, but that's just me. Others might be more discerning with their money. * I've also since purchased all the digital issues for the first GURPS mag, Roleplayer, as well the first gen Pyramid (3e rules), of which I already owned all the hard copies... so... I'm not as discerning. I'm still missing a good bit of the 2nd gen Pyramid, since I didn't have internet at the time... but if I ever get a time machine, I'll get that corrected as well. |
|
|
|
|
|
#129 | |
|
Join Date: Aug 2004
Location: Saskatoon, SK
|
Quote:
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
|
|
|
|
|
|
#130 | |
|
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Quote:
It's easy to make GURPS characters fall over, but killing them takes quite a bit more damage.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 08-06-2023 at 08:17 AM. Reason: Correct cost of Berserk. |
|
|
|
|
![]() |
| Tags |
| combat, defenses |
| Thread Tools | |
| Display Modes | |
|
|