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#19 | |
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Join Date: Oct 2009
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Quote:
What I wonder about most, however, is the strategy of the Barb. Killing the guards one at a time seemed like the only reasonable choice, but it might not be. Now that I realized how important HT is (yes, I'm a noob) and seeing how negative HP _will_ make you unconscious sooner or later, maybe the Barb should no longer try to kill the guards but instead bring each down to <= 0 HP as quickly as possible. Then a guard will be able to make 1 more attack (on average) before he falls unconscious. Continuing to try and hurt a guard at non-positive HP might be a waste of the Barb's turn for two reasons: Independent of what the Barb does, the Guard might fall unconscious at the beginning of his next turn (with a 50% chance). And even if the Barb lands a blow (80%), he has maybe a 60% chance to push the guard beyond the next step of -HP. This is simply another HT check (say, 60% chance of death). So this is only a useful move if 80% (hit) * 60% (meaningful damage) * 60% (guard dies) * (50% guard would have made the next HT check) = 15%. So, yeah, I should change the Barb's strategy. Uggh ... even at this very low level of details, GURPS has strategy ... I'm going back to a game where people die at 0 HP!!!111 Regards, Ts |
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| Tags |
| balance, dungeon fantasy, encounter |
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