01-08-2023, 05:42 PM | #11 | |
Join Date: Jun 2006
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Re: Pulling Your Punches
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01-08-2023, 07:39 PM | #12 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Pulling Your Punches
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The humans made some cat-calls and the dwarf initiated the violence with arguably lethal force. The dwarf (and his allies) normally can't claim self-defense at this point. Admittedly, I'd assume that the dwarf's player didn't think the chair was a deadly weapon, and that the humans were escalating to potentially lethal force, which makes the situation more complicated. I'd definitely want to have a discussion with the GM about the entire situation - is anyone innocent here? Why are these peasants responding to the opening move of a bar brawl with deadly weapons? But then I'd also want to talk with my fellow players about appropriate character and party design, because "Classical AD&D Paladin" and "Beardy Grimdark, Sadistic Humorless Murderous Berserker" don't really belong in the same delving group.
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01-08-2023, 08:38 PM | #13 | ||||||||
Join Date: Aug 2018
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Re: Pulling Your Punches
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As far as "likely", who is to say? Maybe they took out their weapons to deter further attacks? Perhaps to parry future attacks? Taking out a weapon when someone smashes in your friend's face doesn't mean "definitely gonna cause harm with that weapon". Quote:
Let's keep in mind here that this Paladin came dressed for war - he's in full platemail here carrying a shield. Meanwhile only one of these 11 men had a weapon - a rusty old army saber - an antique. The rest of them were unarmed and had to improvise weapons (stools/bottles/tools) Quote:
Inevitably if you're gonna fail to silver-tongue your way out of a situation you should be talking with your fists and judo-flipping the chair-throwing dwarf as the opening salvo of your negotiations for peace. If all you do is merely talk about don't disable the violent attacker then it's basically being an accessory for oppression. Quote:
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After all, this is a bar where any random violent chair-throwing dwarf stranger can just saunter in un-checked, and where they let guys in full platemail walk in. Quote:
Maybe there's been a lot of tool-thieving lately which is why the farmers are on edge and have their possessions with them. I don't really buy any kind of "he brought his shovel with him to the table, he must be plotting something, so it's okay for me to ram my shield into his nose" sort of logic. Quote:
Even without being deadly directly, something which can merely be 'crippling' like MA137's "Broken Nose" can still be seen as life-threatening, since being disabled by a major wound could precede someone finishing you off. |
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01-08-2023, 10:01 PM | #14 | |
Join Date: Sep 2019
Location: UK
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Re: Pulling Your Punches
This seems like a conflict between normal logic, i.e. "the farmers would be stupid to pick a fight with an armed man, however short, and if they did the paladin would be within his rights to just yank the berserker out of the room", and D&D logic, i.e. "the DM makes a level-appropriate combat out of the materials available and the PCs fight their way through it until all the opponents are lying down". The farmers' HP also seems to be following D&D logic, i.e. low-level human characters have less HP than high-level ones.
Just pointing out that these three in combination sometimes seem to be referred to as the "nightmare combination" in GURPS due to the way their mechanics interact (turning the character into a semi-uncontrollable killing machine whenever Bad Temper is triggered) and are often reserved for monsters. And Sadism's text calls out that many GMs don't allow it for PCs unless it's a grimdark or "all evil party" game. If your GM wasn't aware of these things, it might be wise to take another look at that and consider whether the dwarf's player can change his sheet retrospectively since it was an honest mistake on both sides. It sounds like both you and the GM are a bit new to the GURPS combat rules. As johndallman pointed out, you did, in fact, manage to knock the farmer out, without either you or your GM realising it. "Between 0 HP and -1xHP and failed an HT roll to stay conscious" roughly is how "knocked out" is represented in GURPS - see Basic Set page 419. Death saves don't even come up until the character is at -1x their maximum HP, which for this farmer is -5 HP. It might get a lot easier once you've had some practice. And yes, knocking the dwarf down and sitting on him might be a reasonable move here :-D If the dwarf is Berserk, he has to fight stupidly (must make All-Out Attacks or Move and Attacks whenever possible, etc.), so that might make some of Pursuivant's tactics easier to pull off than they would when the dwarf is in a more usual state of mind. Quote:
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01-09-2023, 02:25 AM | #15 |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Pulling Your Punches
Huh. Did I wander into a D&D board by mistake?
Right off the top, the whole "oh, one of them has a saber and they're all opposing the PCs, so none of them can be innocents and it's okay to kill them all" is utter murderhobo bulls**t, of the same ilk as the D&Ders who claim that it's "lawfulgood" to kill all the mook guards, because they dare to stand between the PCs and their objective, so of course they must all be "evil." For my money, a bunch of farmers are RIGHT to not just blithely assume that a group of heavily armed and armored outsiders, who just caved one of their friends' face in with a chair, can be trusted to keep this an affair of friendly weapons-free fisticuffs. But the big takeaway is that the GM has a lot to learn about GURPS. I join with others in agreeing that short of a village inhabited by kobolds or eight-year olds, farmers with HP 5 is absurd, that doing 6 HP of damage to one will not kill him, and that Bad Temper+Berserk+Bloodlust+No Sense of Humour+Sadism is just a psycho killer wandering around loose, so what the freaking hell was the GM thinking not to have said (well in advance) "Nice try, pal, but hell no?"
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01-09-2023, 03:16 AM | #16 |
Join Date: May 2022
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Re: Pulling Your Punches
Hi fellow gurps enthusiasts, thanks for all the replies, it's cleared some things up for me. I didn't know I could choose less ST, it makes sense though, I've played the game for about 3 years but never played a pacifist type. It's always been "Bad guy. Kill." haha
As for the scenario, we have just added a new player who has never played any TTRPG before, so the DM wanted an easy encounter for her to learn the basic combat stuff. That's why they were all HP 5 and had swords. Also, the plot hook was that at least one would die, so the mayor could give us an ultimatum: "Explore the Abby where every adventurer sent has disappeared, or be executed for murder." When it comes to "Roll Initiative" I know it's supposed to go based on the speed of the characters. But we homebrewed a rule of speed plus die roll, to decide the turn order. So it's not always the same and allows some variety. The speedy builds have a higher chance at going first, but sometimes they might just have a brain fart and another player jumps in first. My Paladin is actually a Paladin of Tymora (I know DnD goddess, but shush), so he's a Paladin of Luck. Which I thought would be a fun one to play. The basic gist is: "Sir Conrad Westgate (Two Vegas Casinos, thought it fitting heh) was a rather wealthy knight. However he developed a slight gambling problem, resulting in the loss of his land, serfs, castle, wife, and his favourite butler. At his lowest point he rolled dice for his life against a disciple of Bashaba, goddess of bad luck, and won. This amused her sister the goddess Tymora who offered him a job as her Paladin." She granted him spells, with a gambling twist. For example: Faith Healing Costs FP to recover HP, up to a max of 3. (basically Minor Healing) Roll a die. Evens, heal double the HP, Odds lose double the FP. He must also, always accept a fair bet. If he suspects they're cheating, it's more of a grey area, but he will endeavour to prove they are cheating and punish them for doing so. He has the Daredevil skill, and the headcanon for it, is that the goddess Tymora blesses him with extra luck when he takes a risk. Hence the +1 to a skill and reroll. So he's not exactly a "good" character, he's more a Lawful Neutral. Follows the rules set out by the goddess, but see's all other laws as....negotiable. |
01-09-2023, 04:10 AM | #17 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Pulling Your Punches
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Tho to be fair no one had No Sense of Humor (indeed since 1E hadn't quite published yet I do not think it even 'existed'). Also the text on Sadism has moved a lot over the editions. However speaking from experience if you have Pacifism: Cannot Harm Innocents (Nevermind SOD: Humanity + Pacifism Cannot Kill) you and the Dwarf will not be able to effectively adventure together in 90+% of games of my experience or that I can imagine. Again assuming newer GURPS players some adjustments should be made in character construction. Otherwise maybe move one player from the Friday Run to the Sunday Run.
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01-09-2023, 05:05 AM | #18 | |
Join Date: Jun 2013
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Re: Pulling Your Punches
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But that's legal, and Cannot Harm Innocents doesn't concern itself with legal self-defense. CHI is somewhat-misnamed, but it notes there are no restrictions against you starting a fight, but that you can only resort to lethal means if your opponent does the same. The farmers all drew lethal weapons and engaged in combat with the paladin and his ally; they are no longer protected by Cannot Harm Innocents, even though the dwarf arguably started it. He'd need a different Disadvantage - an appropriate Vow, or perhaps Honesty (if the law is on the side of the farmers). That said, I suspect at least one of the characters is in the wrong campaign - and if the GM thinks "Lethal bar-fight with a bunch of farmers" is a good way to teach a new player the combat system, it may well be the Paladin.
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01-09-2023, 05:33 AM | #19 | |
Join Date: May 2022
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Re: Pulling Your Punches
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My Paladin is not exactly Lawful Good, he's more Lawful Neutral. Following the laws as laid down by his goddess, but it's not entirely by his moral choice. He used to be a knight, so has had to fight in war, and knows that sometimes there is no choice. His relationship with the dwarf is more "please try not to kill anyone, I'd rather not have to deal with the mess again. We were chased out of the last town and you still have the arrow wound in your left buttcheek as a souvenir" So he see's himself as, sort of the dwarfs moral conscience. Trying to keep him out of prison and on the straight and narrow.....have you ever read the webcomic Order Of The Stick, with the murder hobo barbarian halfling, the kleptomaniac rogue, and their ever-stressed-out "lawful good" fighter? Heh |
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01-09-2023, 06:38 AM | #20 | |||
Join Date: Jun 2006
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Re: Pulling Your Punches
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holding back, mechanics, paladin, pull punches, pull your punches, subduing a foe, tactics |
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