Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 07-17-2008, 03:59 PM   #131
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: How to protect casters?

Quote:
Originally Posted by Gizensha

Pre-MMO, to me, reflects genre rather than time period.
Indeed. I was speaking in terms of design generations, not calendar years. I tend to cite years -- as I did for the PnP RPGs -- when I am discussing years.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 07-17-2008, 04:02 PM   #132
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: How to protect casters?

Quote:
Originally Posted by blacksmith

How much of the outlook is from DND and how much is from fiction though?
You encounter both in both, and also in real-world myth. The key thing is that as soon as you use the word "god," by itself or as part of "demigod," you're relegating the entity to a special category that plays by its own rules.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 07-17-2008, 04:16 PM   #133
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: How to protect casters?

Quote:
Originally Posted by mlangsdorf

But the only source of cheap/free healing is a Cleric. What's up with that?
Why are your holy warriors forbidden from taking Healing as a Holy Might ability? That version of Healing costs 33 points, while even a starting holy warrior can put up to 50 points toward Holy Might. And Healing is a potent, open-ended ability . . . a holy warrior with bog-standard 13 FP can heal up to 26 HP in one shot this way.

A scholar can use his special Wild Talent to cast just about any Healing spell he wants. Not over and over . . . but he can start out with up to two levels of that trait, allowing him to have up to two castings of Major Healing or even Great Healing per session, if he needs it.

And an artificer can accumulate as many healing potions, balms, gems, etc., as he wishes; leave them at some unspecified "back at town" location; and Gizmo them into existence as needed. This isn't cheap or free, but after a couple of adventures, it will amount to a few instant healings per game session that use resources that nobody has to carry -- and that, truth be told, will probably be easy to hoard. Also, as DF 2 notes, he can use Alchemy to get the ones he does buy at 20% off (or at 50% off, if the GM allows him to learn Herb Lore, although that limits other abilities).

In actual play, my gamers' PCs rely more on their artificer's healing elixirs, their wild mage's "remembered" Healing spells (via Wild Talent), and their shaman's Healing advantage than they do on castings of studied Healing spells. Thanks to defense rolls and DR, GURPS hack n' slashers generally avoid injury, where in other games they would lose HP; so really, what you need is one or two large, reliable healings, not lots of small ones. These sorts of abilities deliver that.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 07-17-2008, 04:44 PM   #134
DouglasCole
Doctor of GURPS Ballistics
 
DouglasCole's Avatar
 
Join Date: Sep 2004
Location: Lakeville, MN
Default Re: How to protect casters?

Quote:
Originally Posted by Kromm
Thanks to defense rolls and DR, GURPS hack n' slashers generally avoid injury, where in other games they would lose HP; so really, what you need is one or two large, reliable healings, not lots of small ones. These sorts of abilities deliver that.
It strikes me that this is exactly right, and fits well with modern and future tech as well, where the results of most wounds tend to be "miss" or "squish."
__________________
My blog:Gaming Ballistic, LLC
My Store: Gaming Ballistic on Shopify
My Patreon: Gaming Ballistic on Patreon
DouglasCole is offline   Reply With Quote
Old 07-17-2008, 04:58 PM   #135
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: How to protect casters?

Quote:
Originally Posted by DouglasCole
It strikes me that this is exactly right, and fits well with modern and future tech as well, where the results of most wounds tend to be "miss" or "squish."
It's exactly realistic. It does not, however, tend to fit the cinematic genre, of which dungeon fantasy is most certainly a category.
Anthony is offline   Reply With Quote
Old 07-17-2008, 05:06 PM   #136
DouglasCole
Doctor of GURPS Ballistics
 
DouglasCole's Avatar
 
Join Date: Sep 2004
Location: Lakeville, MN
Default Re: How to protect casters?

Quote:
Originally Posted by Anthony
It's exactly realistic. It does not, however, tend to fit the cinematic genre, of which dungeon fantasy is most certainly a category.
I've played cinematic GURPS in multiple genres, and the miss/squish issue comes up in most of them unless you do something like the "half damage for expending 1CP 'flesh wound' rule."

It's an artifact of weapon damages being pretty darn high while HP are held to more moderate levels. For firearms and blasters and such, obviously damage get get pretty uber pretty fast.

as power level increases, damage dealing ability goes up. Damage soak ability often does not unless players are encouraged to make their characters suitably robust.
__________________
My blog:Gaming Ballistic, LLC
My Store: Gaming Ballistic on Shopify
My Patreon: Gaming Ballistic on Patreon
DouglasCole is offline   Reply With Quote
Old 07-17-2008, 05:11 PM   #137
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: How to protect casters?

Quote:
Originally Posted by DouglasCole
I've played cinematic GURPS in multiple genres, and the miss/squish issue comes up in most of them unless you do something like the "half damage for expending 1CP 'flesh wound' rule."
I didn't say that the miss/squish problem is only a problem in DF. The miss/ping/squish problem is a generic issue with cinematic GURPS, and is a major reason I don't use GURPS for cinematic games.
Anthony is offline   Reply With Quote
Old 07-17-2008, 05:11 PM   #138
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: How to protect casters?

Well in this case, it has nothing to do with genre . . . it's just how the game works. I can truthfully say that I've run well over a thousand GURPS combats, especially if I include Man to Man tourneys in 1985. Whether the battles were high-tech or low-tech, high-powered or low-powered, high-realism or using every cinematic rule going, the usual outcome was a few PCs totally blasted and on the floor, but the rest unscratched. I've very rarely seen battles where everybody was a little hurt and the PCs needed someone to patch them all up a tad; the all-or-nothing nature of active defenses tends to prevent that.

You can certainly build a mountain-of-HP fighter and rely on that instead of defenses to not die, but that's just another person who needs lots of healing. He simply doesn't fall down from it.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 07-17-2008, 05:43 PM   #139
Gizensha
 
Join Date: Jan 2008
Default Re: How to protect casters?

Quote:
Originally Posted by Anthony
I didn't say that the miss/squish problem is only a problem in DF. The miss/ping/squish problem is a generic issue with cinematic GURPS, and is a major reason I don't use GURPS for cinematic games.
Isn't damage in GURPS and damage in the other game measures of significantly different things, though? While GURPS limits HP to measuring injury, the other game has it measure things like lucky escapes, ability to dodge, etc. Which means it's just as possible to make characters capable of soaking up as much 'damage' in GURPS as it is in the other game... It just won't look like you're soaking up damage because you're not. A few levels of luck, improvements to active defences, etc.

A hit in GURPS is a hit. A hit in the other game is an abstract concept of leeching away at the enemy's ability to survive combat.
Gizensha is offline   Reply With Quote
Old 07-17-2008, 07:49 PM   #140
PK
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: How to protect casters?

Quote:
Originally Posted by Kromm
You can certainly build a mountain-of-HP fighter and rely on that instead of defenses to not die, but that's just another person who needs lots of healing. He simply doesn't fall down from it.
Although the mountain-of-HP comes packaged with built-in accelerated healing rates, making it an even more attractive option. A knight with HP 30 will not only take three times as much damage to put down, he heals three times as much when he gets a healing spell, Healing, a healing potion, etc., as well as through natural HP recovery. Since HP are very cheap, this is a perfectly viable path to take, if the GM allows it.
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:48 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.