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08-09-2015, 02:33 AM | #1 |
Join Date: Aug 2014
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"Less-lethal" Gurps
Hello there, steampeng here.
I was wondering, is there a way to make gurps less-lethal, as in how to lower the damage of weapons so it isn't a grantee insta kill if it was aimed at a PC? I know there was one pyramid article dealing with lowering gun damage, but are there other ways? I thought about allowing PC extra HP from the beginning, at the cost of -HP (Instead of an average of 10HP and -50HP, allow 30HP and -30HP) I know most of gurps stuff is geared toward 'realism', but anytime there a "fantasy" set one can get for an RPG, it can't be that Realistically based. Last edited by SteampengMK-1; 08-11-2015 at 05:26 PM. |
08-09-2015, 02:44 AM | #2 | |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: "Less-lethal" Gurps
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08-09-2015, 02:58 AM | #3 |
Join Date: Apr 2005
Location: France
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Re: "Less-lethal" Gurps
Yes. If you want cinematic characters, the first step is basic attributes:
The second step, for a Less-Lethal campaign is extra Hit Points, as you noted it. Also think about cinematic advantages like Hard to kill, Luck (which allows to roll again bad results), and so on. And don't forget cinematic rules. Just go to Basic Set's Index and search for "Cinematic". There are several entries. Note: in my humble opinion, with all that, you don't really need any house rule. But, of course, you can still add some if you want to. Last edited by Gollum; 08-09-2015 at 03:12 AM. |
08-09-2015, 03:18 AM | #4 | |
Join Date: May 2008
Location: CA
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Re: "Less-lethal" Gurps
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The Flesh Wounds rule, where you can trade 1 CP (or Destiny Point) to make it so you only take 1 HP of damage instead of what you'd normally take, is much more effective, though. |
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08-09-2015, 04:15 AM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: "Less-lethal" Gurps
Discussed at some length in GURPS Supers, in Chapter 7, I think.
The simplest method is to provide a campaign bonus of +2 or +4 for Hard to Kill for all characters. With no bonus, an average man has a 50% chance of dying at fully negative HP; with +2, it drops to just over 25%, and with +4, to just under 10%.
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Bill Stoddard I don't think we're in Oz any more. |
08-09-2015, 05:25 AM | #6 |
Join Date: Jan 2005
Location: Neverland
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Re: "Less-lethal" Gurps
Well, in the past we toyed with the idea that you can make an HT test, and reduce the margin of success from the damage BEFORE applying damage multipliers. I don't remember that well, but I think that this HT test had a penalty of -1 for each 5 points of damage already dealt to the character...
It really worked for the bulky, naked barbarian type, so common in fantasy settings, I don't know if it can work well in modern/futuristic settings... |
08-09-2015, 02:59 AM | #7 |
Join Date: Jan 2015
Location: Madrid, Spain
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Re: "Less-lethal" Gurps
In my DF, I use normal rules of death for negative HP for PC. But, for enemies, they are out of combat automatically when they reach negative points. In other words, all the enemies fails automatically all rolls to remain conscious and/or alive because of negative HP.
It makes Gurps much less letal and it allows for really epic combats!
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"Imagination is more important than knowledge" Albert Einstein |
08-09-2015, 03:11 AM | #8 |
Join Date: Apr 2005
Location: France
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Re: "Less-lethal" Gurps
Cannon Fodder rules (Basic Set, page 417) may also be interesting for hordes of little creatures like Kobolds.
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08-09-2015, 06:18 AM | #9 | |
Join Date: Jun 2006
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Re: "Less-lethal" Gurps
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In a lot of ways it makes combat *more* lethal, because you can be a lot closer to automatic death before you start rolling for unconsciousness. Unconsciousness is a lethality reduction rule - it forces you to stop fighting before you are dead, and PCs are really bad at choosing other options for that like surrender or run away. If you are trying to avoid character deaths, do not make it easy to avoid unconsciousness. And try to encourage surrender or run away as options - have the NPCs do it to demonstrate the option exists, let it work even if it isn't strictly logical, have lots stories and rumors about prisoners or NPCs who have been prisoners and been ransomed, give your cultures a formal ransom system (worked for Runequest) and/or a market for enslaved warriors, have even the villains react with disgust to PCs that kill prisoners. RPG fights are often to the death for lack of other options, so the more of them you have the better.
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08-09-2015, 07:13 AM | #10 |
Join Date: Aug 2006
Location: L.I., NY
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Re: "Less-lethal" Gurps
If you want unarmored, non-super characters to reliably survive attacks with weapons that can bring them to -5xHP, they have to not get hit, or negate the damage somehow. To do that, you can use rules like Flesh Wounds and TV Action Violence, or allow buying successes on defense (with character points, or see Impulse Buys).
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Tags |
combat, lethality |
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