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 08-03-2023, 10:16 PM   #181
sjmdw45
 
Join Date: Jan 2008
Default Re: Help a noobie understand critical hits

Quote:
Originally Posted by Lancewholelot View Post
Reading this thread it frustrates me that no one seems to have picked up on the OP constantly stating the melee weapons only did 1d6. Even the weaker vampire templates should be dealing more than that. To me he obviously didn't understand how muscle powered weapon damaged was figured. I doubt he was still reading when Rubert posted the above on the 17th page.
On the contrary, it was mentioned twice, now three times. It would have been four if I hadn't noticed the prior two and deleted my own post as redundant.

OP said he just got swing and thrust columns mixed up. See post #137:

Quote:
Originally Posted by Colonel__Klink View Post
Ah I got swing and thrust reversed. So it's 2d+1 minus dr x 1.5 for one attack a turn vs 2d6, enemy dr halved for 3 or more attacks a turn. I wonder which is nastier...
sjmdw45 is offline   Reply With Quote
Reply

Tags
combat, defending, tactics, vtm

Thread Tools
Display Modes

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 07:26 PM.


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