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 11-19-2011, 03:14 PM   #11
makke
 
Join Date: Jul 2005
Location: Germany, Leonberg
Default Re: Short Campaign in the Old West

You are, of course, correct. I somehow managed to edit the word "vitals" out of the calculation... When in point-blank range the bandit leader shot at the vitals (which is quite effective at that range, especially when you crit 2 times out of 6 ;) ).

Nevertheless I don't see too much of a reason to make my enemies easier - after all they didn't die because it was not possible to beat the opposition (or even unlikely) but because of consistently bad decisions. When playing 75cp characters with realistic abilities in a game that uses only very few cinematic rules you should better be very cautious about your actions... otherwise even a group pool of 4 cp for "It's only a flesh wound!" doesn't help you... ;)

But as I already mentioned I'm quite happy with the outcome - I've got a new story to tell (the epic showdown of the lone gunman against the evil player characters ;) ) and the players have ... presumably ... learned to watch their step in that kind of a campaign.

PS: Even when using only a 1d+2 weapon the average hit to the vitals does roughly 16.5 points of damage and is therefore more than enough to kill (with MA-bleeding) your average 75cp hero.
makke is offline   Reply With Quote
Reply

Tags
campaign advice, old west, rules

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 05:57 AM.


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