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02-12-2023, 08:58 AM | #1 |
Join Date: Feb 2023
Location: Orléans, ON, Canada
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Learning combat
Hi,
I'm trying to (re)learn GURPS combat. I'm limiting myself to what is in the Basic Set for now, and would like to build a solid understanding of it. To start, I created for myself a cheat sheet, as well as an example using a simple character (based on one of the examples in 3rd edition, migrated to 4th edition). I've uploaded both the cheat sheet and the combat example here. I don't know if anyone has a bit of time and wouldn't mind helping me by reviewing these and pointing out the various mistakes that I made so that I can improve? Although I suspect that the character(s) could have used better strategies, for now, I'm just trying to make sure I don't make mistakes in the way I do combat so I kept it very simple. Thanks, -D |
02-12-2023, 09:22 AM | #2 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Learning combat
When writing your own crib-sheets, it can be useful to have separate ones for melee and ranged combat. It makes them both simpler, at the expense of a little duplication.
Did you deliberately omit the +50% injury for cutting damage when A scores a hit in round 2? The same happens when A scores a hit in round 4. The first rules mistake I've spotted in the combat example is in Round 4, where C rolls a 10 on her attack, at a -3 penalty, and is claimed to miss. Since she has skill 16, and thus effective skill 13 with the penalty, she should have hit on that roll. The first tactical mistake is by A in round 4: all-out attacking when you have no armour, against an opponent with no shock penalty, is a bad idea.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
02-12-2023, 09:51 AM | #3 | ||||
Join Date: Feb 2023
Location: Orléans, ON, Canada
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Re: Learning combat
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Thanks so much for the feedback! |
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02-12-2023, 10:28 AM | #4 |
Join Date: Feb 2023
Location: Orléans, ON, Canada
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Re: Learning combat
Also, in this case, probably better to try to do impaling damage rather than cut damage with a knife since that is a x2 multiplier instead of 1.5... Anyway, they wanted to slash and cut rather than thrust and impale. Their prerogative, of course :-)
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02-12-2023, 10:35 AM | #5 |
Join Date: Feb 2023
Location: Orléans, ON, Canada
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Re: Learning combat
When doing an all-out attack with a knife, using the option to do double attacks, is it ok to first do a swing (cut) and them a thrust (imp) for the second? I would think so since they don't specify otherwise in the book. Seems very cinematic to do that, particularly when the last attack takes care of the opponent...
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02-12-2023, 10:55 AM | #6 | |||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Learning combat
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It's much easier to get someone to collapse unconscious than it is to kill them. They start having to make HT rolls every second to stay conscious when they reach 0 HP; they don't have to roll to avoid dying until they reach -1xHP, and they don't automatically die until they reach -5xHP. The best way to do combat for realistic GURPS characters involves sneaking up on opponents, ambushing them, and otherwise getting unfair advantages. Wading into fights, D&D style, will get you into trouble unless you're highly skilled, well-equipped and have a fair grasp of the appropriate tactics. Quote:
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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02-12-2023, 01:03 PM | #7 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Learning combat
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It doesn't even sound cinematic to me. The fighter slashed with the knife until he met resistance, then stabbed forward. Each attack interacts with DR and wounding modifiers separately, of course.
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02-12-2023, 01:14 PM | #8 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Learning combat
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Both Artemisia and the Clone should be Retreating (Basic 377), for a +3 on their Dodges, as well as possibly making Acrobatic Dodges for another +2. Possibly not necessary for a simple fight, but something to keep in mind for the future.
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02-12-2023, 01:35 PM | #9 | ||
Join Date: Feb 2023
Location: Orléans, ON, Canada
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Re: Learning combat
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I also thought about acrobatic dodge, but that seems more risky, since it can give a penalty. From looking online, though, it seems that the odds of rolling 13 or less on a 3d6 is 83%, which seems pretty good and high enough to warrant the risk... Last edited by Densar; 02-12-2023 at 01:39 PM. |
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02-12-2023, 02:03 PM | #10 |
Join Date: Feb 2023
Location: Orléans, ON, Canada
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Re: Learning combat
I put up a corrected version (of the corrected version ;-).
I'll probably do a second version of this combat but add some of the recommendations to show how more experienced fighters in the same situation might do. There seems to be a lot of things to think about when running combat (having a cheat sheet should help me a lot, but the sheet won't contain everything, of course), which I find super interesting actually. I'm assuming that the more you do it, the quicker thinks get and the less likely you are to make mistakes as part of combat (and once you are used to the level of rules that I am using, you can expand them with even more of the rules in the basic set and in things like Martial Arts?) I would think that the key would be preparation: making sure that you have all of the combat-related info for each PC/NPC done, including any modifiers due to advantages/disadvantages/etc... |
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combat, examples, gurps |
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