02-20-2011, 11:30 AM | #11 |
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Re: Big Fights and Long Fights in GURPS
After a brief skim, it'sn t clear to me what the exact formula is. Gef seems to imply that some stats are weighted double before the average is taken.
I'm particularly concerned about how DR is weighted. Even DR 1, if it doesn't have the "Can't Wear Armour" Limitation, should make a huge difference. |
02-20-2011, 11:46 AM | #12 | ||||
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Re: Big Fights and Long Fights in GURPS
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For convenience, here's the relevant bits from post #5, which has the Big Fight guidelines REDUX Quote:
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For the moment, I prefer the current dealing with Soldier skill--it has some effect on combat prowess, but it makes all the difference for combat units to gain and maintain the lessons of combat experience. But I could certainly be wrong. :)
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02-20-2011, 11:47 AM | #13 | |
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Location: Yucca Valley, CA
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Re: Big Fights and Long Fights in GURPS
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GEF |
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02-20-2011, 12:19 PM | #14 |
Join Date: Nov 2010
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Re: Big Fights and Long Fights in GURPS
Big Fights: Worked Examples
So here's some example write-ups using the Big Fight guidelines from post #5 above. Note: in my current campaign, IQ 9 is standard IQ, not 10. For these examples, however, I will keep such things RAW for simplicity's sake. Heavy Infantry Soldier(Human), based on Historical Folks 4e ST:12 HP:14 Attack skill(broadsword):12 Defense skill(shield):12 Soldier skill:11 This gives a CV of 12.2, which corresponds to high average Troop Quality. That sounds reasonable to me, since the template PC will have experienced a handful of battles, and the stats above evoke a fairly experienced soldier to me. Heavy Infantry Soldier(Dwarf), as above, with the following template applied Dverg(Dwarf) Template(relevant parts): ST -1, DX +1, IQ +1, HP +3 ST:11 HP:16 Attack:13 Defense:13 Soldier:12 This gives a dwarf Heavy Infantryman, with equivalent training and experience to the above human, a CV of 13, giving him the same TS as a Seasoned quality unit. Since this boost is due to him being a Dwarf, however, I'd say that he is actually a just above average unit relative to other units of his race(this means he can potentially advance one quality further than human units) Heavy Infantry Soldier(Berserker), as the first example, with the following changes Norheimer Berserk Template: ST +4, DX +1, IQ -1, HP +1, and he uses a claymore exclusively in combat ST:16 HP:15 Attack(claymore):13 Defend(claymore):13 Soldier:10 This gives a CV of 13.4, or the middle of Seasoned quality. Or, if halving the defense characteristic of the claymore, it gives CV 12.2, making him an average unit, just like the first entry. Remember, these equivalencies do not take equipment into account. Once equipment modifiers from Mass Combat are applied, the dwarf's TS would go up, and the berserker would drop.
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Last edited by Dunadin777; 03-28-2011 at 12:00 PM. Reason: Adjusted for CV changes |
02-20-2011, 02:17 PM | #15 | |
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Re: Big Fights and Long Fights in GURPS
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I still don't think ST or HP should be adjusted downwards in importance, though. If one does a realism check by looking at military training throughout the ages, physical conditioning for fitness and pain/discomfort tolerance have always been key. In particular, I think it fitting that ST feels a bit more important in Mass Combat than most GURPS players think it is in GURPS tactical combat. ST determines HP, true, but it also deals damage and informs encumbrance. Encumbrance is huge in mass engagements--it determines what equipment you can bring to battle, and how much it affects your performance. For this reason, I think that ST and HP might still merit seperate-duty in higher TLs until power armor comes into play--the more death you can carry, the better your combat performance. And your encumbrance, and the related issue of how quickly you fatigue in battle, plays into how long you can effectively fight. The issues in the above paragraph rarely affect tactical GURPS combat, so I think that makes RPG players see its importance here and think something is off. ST isn't all that important when combat comes one-second at a time, but when you fight battles that take the better part of a day, it's essential.
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02-20-2011, 06:25 PM | #16 | |
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Location: Yucca Valley, CA
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Re: Big Fights and Long Fights in GURPS
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GEF |
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02-20-2011, 07:08 PM | #17 | |
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Re: Big Fights and Long Fights in GURPS
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A case can also be made that innate DR affects light units more than heavy units, because heavy units are already heavily armoured, and so one more DR, or 2 more DR, won't do much, but on a light unit, armour DR might be 1 or 2, or even zero, and so a mere +1 DR bonus from natural armour would make a huge difference, especially with regards to casualties. And morale. |
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02-20-2011, 07:29 PM | #18 | |
Join Date: Nov 2010
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Re: Big Fights and Long Fights in GURPS
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02-20-2011, 11:29 PM | #19 |
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Location: Yucca Valley, CA
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Re: Big Fights and Long Fights in GURPS
Why not just treat thick hide as built-in "equipment" for monsters? -GEF
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02-21-2011, 09:21 AM | #20 | |
Join Date: Nov 2010
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Re: Big Fights and Long Fights in GURPS
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Also, equipment's effects stack on top of Troop Quality, so it would be rather confusing if you had a naked oghre monster who had no actual equipment but had 'built-in' equipment that he couldn't lose.
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combat rules, fantasy, mass combat |
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