07-31-2023, 01:02 AM | #161 |
Join Date: Aug 2007
|
Re: Help a noobie understand critical hits
one thing that may not have sunk into the OP (coming as he seems to from
D&D) is that a natural 3 in Gurps is not roughly the same thing as a natural 20 in D&D. The nat 20 is 1-in-20/ the nat 3 is 1-in-216. Slightly more than 10 times more rare. The reason we usually use a euphemism for D&D is that we seldom have nice things to say about it. For example, I have killed a PC in D&D (it was 3.5) with a nat 20. Even then it could have been avoided with better adventure design. The module designers had created this Orc variant with more ST but less Dex and Con and then armed them all with fancy polearms. The result had only 6 hp and AC 12 but did something like 2D4+6 with a x3 crit. In general this is what is termed a "Glass Cannon" and it's pretty much the opposite of what a good designer should do. My PCs were contemptuous of the Orc-variants because to say they died like flies is to grossly exaggerate how fast flies die but one of them did roll a 20 and then maxed damage aand di 42 pts to a 2nd level character. Had I redone what the designers did they just be regular Orcs with Morningstars and shields and had 1 more HP and 2 pts more of AC but only done 1D8+1 (x2) and that 2nd level character would probabl;y have survived. This is easily applied to Gurps. If you're worried about what a single lucky die roll could do to a PC don't throw Glass Cannons in their path. That farmer (who shouldn't have been intended as serious opposition) could have easily had a shotgun as a deer rifle and with a little range and not aiming at the skull had much less damge potential.
__________________
Fred Brackin |
07-31-2023, 02:21 AM | #162 |
Join Date: Jan 2011
|
Re: Help a noobie understand critical hits
I still think it's weird that no-one has defaulted to Damage Reduction as an in-genre solution to some of the lethality issues. It's in Supers for a reason. Don't reduce gun damage; make the PCs harder to mortally wound, if that's what you want.
But ultimately, it's a matter of the GM choosing what to do. Don't want a PC taking four sniper bullets to the skull? Then don't ambush them with snipers. Don't want them dying in a hail of machinegun fire? Don't shoot at them with machineguns. Would you nerf crossbows or bows? Because a powerful enemy with those can kill with a shot to the eye as well. If playing Fantasy, an Ogre or Giant can do masses of damage as well - would you say they don't, just because it might kill a PC? You don't want the hypothetical insta-kill (which I have never seen in my 20+ years of GMing GURPS because I don't do that to players), fair enough. But the solution isn't to rewrite the weapons. It's to use the rules to get what you need, whether by cinematic combat, Damage Reduction, armour, or smart players. And that takes some GM work, but it's way more entertaining than "we're safe because all the guns hit like they are .22 calibre". |
07-31-2023, 04:33 AM | #163 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Help a noobie understand critical hits
Quote:
That said, if your goal is to have guns be less lethal to everyone, PC and NPC alike, then just cut their damage back. Leave muscle-powered weapons' damage as-is or change it as you see fit. However, if you want the PCs to be hard to kill but not the NPCs, then you need to use different advantages/disadvantages and/or rules for each. The easy way is to give the PC's Luck and Combat Reflexes, and generally not give the NPCs those (and possibly also rule the NPCs flee or surrender when they take a major wound or get to 1/3rd HP). However, while it is entirely possible for a PC to get unlucky and take a bullet to the head and 'just die', or to fail their HT checks vs death when they take a hit from a 7d rifle to the chest (had it happen in one of my games), it's not at all likely, especially for 250-point characters with good HT, Fitness, Hard to Kill, etc., decent HP levels, and so on, especially if they have Luck. Head hits are not common, unless the shooter aims for the head (-7 to hit the Skull and thus get the x4 damage multiplier). Even Vitals hits (x3 damage) are easy for most shooters (-3). Hits to the limbs and extremities are capped for damage, so while they'll probably put someone out of a fight, they won't kill them, in and of themselves. The thing is, as Anthony has said, it's very hard to make guns seem dangerous in a game with making them dangerous. If people are throwing 7d rifle shots or bursts of 5d assault rifle rounds downrange, sooner or later someone's going to get hurt. Not getting hurt in situations means being very hard to hit (probably super-naturally so, which should require special advantages) or lucky. Systems that allow PCs to do this sort of thing 'seamlessly' have just baked this special status into the system, or (if it's universal) they've just nerfed guns and called it a day (which is fine if that's the outcome you want).
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
07-31-2023, 04:36 AM | #164 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Help a noobie understand critical hits
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
07-31-2023, 04:39 AM | #165 |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Help a noobie understand critical hits
ST16 gives swing damage of 2d+2, so that cutlass does 2d+1 cut, which counting the x1.5 multiplier is more than a 9x19mm pistol firing ball is doing. That cutlass has a fairly good chance to cut limbs clean off unarmoured folks.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
07-31-2023, 04:45 AM | #166 | ||
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Help a noobie understand critical hits
Quote:
Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
||
07-31-2023, 05:05 AM | #167 | ||
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Help a noobie understand critical hits
Quote:
D&D3.5 changed that. They gave monsters better stats (a base spread of 13,12,11,10,9,8 rather than 3e's 11,11,11,10,10,10), so Orc Warriors had ST17, but they also swapped their Great Axes out and gave them 'Falchions', so they did 2d4+4 with a threat of 18-20/x2. Their base damage was thus only slightly worse, and they criticaled far more often, but they didn't get those huge damage spikes. Quote:
However, it took a bit to get to that point, which was the end of a series of pretty bad decisions by the players that brought them to that point, and at some point, if you're going to get yourself shot at, it's reasonable that there be dire consequences, in my opinion.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
||
07-31-2023, 06:52 AM | #168 |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Help a noobie understand critical hits
In a fantasy campaign I was in decades ago, the storyline built up to our being confronted by a powerful dragon. My character, a hunter, seeing that they were all faced with imminent death anyway, decided to take a risky shot and aimed his bow for the dragon's eye. I rolled a critical! That was impaling damage to the brain, quadrupled, bypassing armor, and with no option for a defense roll . . . and since the dragon had levitated us all to a considerable height, I believe it was followed by a total party kill; at any rate there were no more sessions of that campaign!
__________________
Bill Stoddard I don't think we're in Oz any more. |
07-31-2023, 07:09 AM | #169 | |
Join Date: Aug 2004
Location: Austin, TX
|
Re: Help a noobie understand critical hits
Quote:
The convenient thing about doing it online is that it doesn't take appreciably more time to roll 84d6 than it does to roll 3d6.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com |
|
07-31-2023, 07:34 AM | #170 | |||
Join Date: Jun 2013
|
Re: Help a noobie understand critical hits
Quote:
Quote:
Quote:
One of the examples of the problem was a character taking a headshot from a 9mm pistol, which gives a very similar result (2d+2 pi vs Skull results in only 4 more HP of wounding than 2d(2) pi vs Skull). So if that's an indication that the wounding system is broken, the proposed fix leaves the wounding system still broken, because the same thing can still happen. Of course, a big part of that is that the Skull is an extremely-valuable target to hit (but also extremely hard to hit), and it seems one would expect a hit to the brain to have serious repercussions. Heck, even in games where melee does markedly more damage than most firearms, a headshot will almost invariably insta-kill the target (unless it's an anemic hit, which typically calls for a combination of a lower-damage weapon and long range). If Skull (and Vitals) hits give results you don't want... don't target the Skull (or Vitals).
__________________
GURPS Overhaul |
|||
Tags |
combat, defending, tactics, vtm |
Thread Tools | |
Display Modes | |
|
|