04-14-2023, 02:07 AM | #51 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Keeping you players alive for dummies
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04-15-2023, 02:31 AM | #52 |
Join Date: Apr 2022
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Re: Keeping you players alive for dummies
Don't fight to the death with humans and most animals, and only fight to the death with horrors/monsters.
And even then, if the players can flee, just encourage them to flee. In other words: I throw a rock at the encroaching wolf to scare it off. VS The wolf and I will now enter a 20 turn battle to the death. |
04-15-2023, 11:49 AM | #53 |
Join Date: Jul 2015
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Re: Keeping you players alive for dummies
My group used to allow the players to spend available character points as luck rolls. You could allow this and the players could spend them on critical roles to keep their characters alive.
The thing is, death in Gurps has to be a real possibility or the players will play out of character, going up against challenges they don't have a chance of succeeding (because they do because the GM is protecting their characters from dying). "Occasionally, characters will fall, and the fear of that occurring is essential to maintaining suspense during the game. If the players are not afraid of their character's taking damage from a fall, they will take all sorts of out-of-character risks." Think of this message figuratively. |
04-16-2023, 05:38 AM | #54 | |
Join Date: Jun 2013
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Re: Keeping you players alive for dummies
Quote:
That's assuming you don't want player character death to be a thing that can randomly happen. Many groups prefer for death to be a possible failure state, and for those the rules will work as-is.
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GURPS Overhaul |
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04-16-2023, 06:05 AM | #55 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Keeping you players alive for dummies
Quote:
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Bill Stoddard I don't think we're in Oz any more. |
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04-19-2023, 04:03 AM | #56 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Keeping you players alive for dummies
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04-19-2023, 11:14 AM | #57 | |
Join Date: Jun 2022
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Re: Keeping you players alive for dummies
Quote:
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04-19-2023, 11:26 AM | #58 |
Join Date: Jun 2013
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Re: Keeping you players alive for dummies
Would it be? IIRC, for Buying Successes you're paying [1] per upgrade from Critical Failure to Failure to Success to Critical Success. Getting two rerolls is rather likely to result in a Critical Failure becoming a Success, unless you're operating at very low effective skill, which makes you pay [1] and get the benefit of paying [2] under Buying Successes. It's not quite as reliable at turning a Failure into a Success as under Buying Successes, but you've got a chance at turning anything into a Critical Success for only [1]. I think that, so long as you aren't trying to turn a normal Success into a Critical Success, it works out to be roughly comparable to Buying Success, but is a bit more interesting at the table.
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GURPS Overhaul |
04-19-2023, 05:48 PM | #59 |
Join Date: Mar 2008
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Re: Keeping you players alive for dummies
Buying Successes is 2 CP from Crit Fail to Fail, 1 from Fail to Success and 2 from Success to Crit Success. So 5 CP to go from Crit Fail to Crit Success.
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Tags |
combat, old west, survival |
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