08-14-2022, 06:10 PM | #21 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Berserkers, posture changes, ranged attacks, and close combat
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08-14-2022, 07:15 PM | #22 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Berserkers, posture changes, ranged attacks, and close combat
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I was pointing that out in reference to the quoted post which seemed to miss the fact that (theoretical GM hat on) I WAS referring to the Aim maneuver, I assumed he thought I was expressing the thought to only allow some sort of wild fire? TBH it has been about 20 years or so since I read the full text of the actual advantage. I did run a berserker once...
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman Last edited by Witchking; 08-15-2022 at 12:53 AM. |
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08-14-2022, 10:29 PM | #23 |
Join Date: Sep 2004
Location: Michigan
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Re: Berserkers, posture changes, ranged attacks, and close combat
In Roleplayer Number 1 when Berserk was first designed they had Berserk using high tech weaponry. It stated that you can use a gun but you can't aim. That is also stated in the 3rd edition Gurps Revised and 4th edition rules.
Last edited by Sholari; 08-14-2022 at 10:41 PM. |
08-15-2022, 06:21 AM | #24 |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Berserkers, posture changes, ranged attacks, and close combat
I'd even allow a ready to pick up an available weapon, provided it is within arm's length and is the most obvious way to attack your target.
Basically, anything it takes to recreate Mac's reaction to Blain's death in Predator ("pick up huge gun and make everything in front of me die")
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
08-15-2022, 09:22 AM | #25 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Berserkers, posture changes, ranged attacks, and close combat
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The rules specifically say that a berserker can't make ranged attacks unless there are no foes within 20 yards, but it felt a little weird that an ultratech gunslinger would hit people with his pistol as a fist load over advancing and shooting.
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08-15-2022, 10:37 AM | #26 | |
Join Date: Oct 2016
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Re: Berserkers, posture changes, ranged attacks, and close combat
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Move and attack allows you to fire your gun with a hefty penalty. |
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08-15-2022, 11:47 AM | #27 | |
Join Date: Sep 2004
Location: Michigan
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Re: Berserkers, posture changes, ranged attacks, and close combat
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08-15-2022, 12:07 PM | #28 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Berserkers, posture changes, ranged attacks, and close combat
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08-15-2022, 06:11 PM | #29 | |||||||
Join Date: Aug 2018
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Re: Berserkers, posture changes, ranged attacks, and close combat
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"if you can Move and Attack, or end your Move with a slam, you will." Is this possibly a typo, like maybe they meant to write "if you can Move and attack, TO end your Move with a Slam, you will" ? It's pretty odd phrasing... you can't end a "Move" with a Slam AFAIK, to Slam you'd either need to do Move and Attack: Slam (no -4 to hit or 9 cap, keep your defenses) or All-Out Attack: Slam (no defenses but get the +4 to hit or +2 dmg) in either case, as of MA's update, you get full move and get to attempt a slam. I'm actually wondering if M&A Slam should even be allowed anymore for Berserk. In the spirit of forcing All-Out Attack in melee, now that MA has gifted 100% basic move for AOA:slam, shouldn't Berserkers be obligated to choose that instead of "Move and Slam" ? Quote:
If you didn't want to Berserk-kill your allies, opting for no-wounding stuff like this seems like a metagame way of giving them extra time to escape. Same w/ throwing telegraphic attacks if you're hoping your allies will parry you, or throwing deceptive attacks hoping you'll miss Quote:
"you may attack with a ranged weapon if you have one, but you may not take the Aim maneuver.So the main restriction is you need to burst like a madman and can't use lower ROF. Quote:
"Once your gun is empty, you must either draw another gun or charge into melee combat."I expect this is intended to mean (like with reloading) only if you're able to draw the gun in 1 second or less, though it doesn't say this. Quote:
Or if we were going to have a more flexible system (maybe not a hard cap on 1 second for reloading/drawing) basically the longer it would take to ready a weapon for shooting (and also the further it is from you to NOTICE that weapon) should all make it more difficult to do. Like I could see rolling against your self-control number while berserk to be able to do stuff like this, maybe with a bonus/penalty based on "distance to weapon" plus "seconds needed to reach weapon". Always-fail berserkers (like zombies) could never do this (they could attack with a cleaver in the hand but never pick up the cleaver) whereas sometimes-berserkers (like barbarians) could calm down enough mid-berserk to feasibly do these things. Quote:
Do you mean in the context of being armed w/ a ranged weapon at 1-19 yards? The "must use a Move" requirement in the 1st bullet is in the context of "armed with a hand weapon" which I think the 2nd "if the enemy is more than 20" bullet overrides. The 20-yard hardcap is a weird situation and I'd like to see a soft-capped approach to this, such as making a self control roll regarding whether you are obligated to move closer or not, with a bonus the further away they are. Basically the longer it would take to engage in melee combat the easier it should be to resist doing, if you have a non-melee alternative to attack them. It should be easier to rationalize "I should stay put and not take the -4 to hit penalty, so that I have a better chance of shooting them" if it would take several seconds of sprinting to run up and pistol-whip them (because apparently that's just a very appealing idea?) Berserkers shooting their guns (in lieu of "move and pistolwhip" melee attempts) should probably also be easier the weaker the shooter is. The ST5 hobbit who makes staff hits at 1d-4 crushing should have an easier time of staying put and lobbing his 2d burning fireballs at an ogre compared to the ST15 human who throws 1d fireballs and hits with his staff for 2d+1 Quote:
I think payload should also factor into this. If you have only 1 or 2 shots it should be way easier to resist the call of "fire immediately who cares if I miss" compared to having 100+ shots where "I may as well try and hit him now while I do a move and attack, i have plenty of extra shots in seconds to come" This also prevents silliness like a Berserker throwing their sword prematurely before closing into melee distance - because that changes "unlimited payload" into "single-shot payload" and is generally a bad idea for your odds of injuring a foe. Maybe your estimation of their defensive capability should also factor into it. If you're confident your foe will dodge a bunch of your hits, you should be more able to resist the impulse of chucking the sword. |
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08-15-2022, 08:20 PM | #30 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Berserkers, posture changes, ranged attacks, and close combat
You keep talking about 'rationalising', 'presence of mind', and 'estimation'. I don't think any of that is really applicable to a berserker.
I also think you're over-thinking things - the berserker is not going to throw their sword at someone they can close with, because it's not how such a weapon is normally used. If they can't close with an enemy, then perhaps (and it'd be more likely if they were armed with a mace or axe and had the skill to throw it).
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