10-06-2024, 05:09 PM | #1 |
Join Date: Jan 2019
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Relative size mods for Monsters
Hi, does the "to hit" number already include the difficulty of hitting a size 0 human?
E.g. a size +3 hill giant warrior in "Monsters 2" gets a skill 14 with club. Do I have to roll on 14 or 11 to hit a human? Thanks Giuseppe |
10-06-2024, 07:51 PM | #2 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Relative size mods for Monsters
Officially, it needs to roll against a 14, though it's sometimes done the other way as a house or variant rule (I think it was published in one of the alternate GURPS articles in pyramid).
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10-08-2024, 09:58 PM | #3 | |
Join Date: Aug 2004
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Re: Relative size mods for Monsters
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Similarly, two SM +10 giants roll at +10 to hit each other, meaning they can't miss. Two SM -10 bugs roll at -10 hit each other, meaning they can't touch each other. The other way, offered as an option in the GURPS FAQ, is to modify skill for the difference in SM (termed "relative SM" by some). So your giant would, as you've calculated, roll against 14 -3 = 11 to hit the human; it faces the same challenge as the human trying to hit a SM -3 target. Similarly, the two SM +10 giants try to hit each other at no mod for SM; the two SM -10 bugs try to bite each other at no mod for SM. The second method is the one that makes sense. I highly recommend it for both GURPS and DFRPG.
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10-09-2024, 10:22 AM | #4 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Relative size mods for Monsters
I've been using tbone's method for years now and it is really much more intuitive. The intention of the GURPS books' authors is of course to use the rules as written. A Hill Giant that rolls against 11 to hit a human is probably more realistic, but it presents a much lesser threat, one that some lucky delvers (and every delver needs Luck) can probably tackle without taking too much punishment.
It all depends how you want to use the monsters, but generally speaking an experienced part against a single, easy-to-hit opponent with no special defences is not that much fun if they also can't hit reliably. On the other hand, if every hit is a possible death check for your novice heroes, it can be quite a tension-filled fight. Your mileage may vary.
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10-09-2024, 01:22 PM | #5 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Relative size mods for Monsters
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It is definitely a tense fight that could go either way.
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10-10-2024, 07:41 PM | #6 | |
Join Date: Jun 2022
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Re: Relative size mods for Monsters
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I'm all for sliding the scale when the party is not predominantly SM 0. (Note, my feelings on this are only for when dealing with "to hit". I'm generally more okay with relative SM when dealing with mass and ST considerations.) |
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10-11-2024, 09:31 AM | #7 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Relative size mods for Monsters
Not to toot my own horn too loudly, but I wrote up some untested rules for incorporating height into this as well a few years ago. Probably too crunchy for DFRPG, but who knows?
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