07-16-2010, 04:28 PM | #21 | ||
Join Date: Sep 2007
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Re: Attacks of opportunity, or just the threat of them
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(With EQ-style healing mechanics instead of D&D, you generally kill the cleric first, since that's really where the hit points for everyone are stored.) Quote:
Last edited by Anaraxes; 07-16-2010 at 04:32 PM. |
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07-17-2010, 02:52 AM | #22 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Attacks of opportunity, or just the threat of them
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Tanky fighters can work in GURPS, but they're not obvious to build. |
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07-17-2010, 05:30 AM | #23 | |
Join Date: Aug 2005
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Re: Attacks of opportunity, or just the threat of them
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07-17-2010, 05:55 AM | #24 |
Join Date: Aug 2005
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Re: Attacks of opportunity, or just the threat of them
That is because that is an artifact of videogames.
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07-17-2010, 08:01 AM | #25 | |
Join Date: Sep 2004
Location: Canada
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Re: Attacks of opportunity, or just the threat of them
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Area Denial obviously only works if you have a constricted Area to Deny them that is the best or only point of access to whatever you're constricting - block a doorway rather than stand in the middle of the room, and they're going to have to go through you whether they want to really waste time on your armor plated hide or not. This is why people put portcullises and barred doors in doorways, not in the middles of rooms ;D so be like a portcullis that can defend itself. Tripping is an excellent example of something that doesn't do any damage, but can seriously mess up the attackers - if you can't move past the guy because he keeps dumping everyone on their butts, where he and/or his buddies can then run them through at their leisure, you want to get rid of him asap. Wait and Attack may seem to be the sort of situation where your lower damage output makes you less of a concern, but use your Attack to go for hands or feet (or arms/legs) going for a disable rather than a kill. Armors usually lighter on these locations, and they don't need much damage to significantly penalize the foe. If you're doing less damage, you won't be "wasting" the excess over the crippling threshold by going for these technically lower-value targets :D There's also giving them penalties with Beats, which your more damaging but associates can then take advantage of - this pair up means that your associates don't need to be skilled enough to defeat defenses, if you're using your actions to penalize defenses instead. Shield slamming and shoving them around to position them where your guys want them, or reverse their desired movement, or even knock them on their asses is useful. Intimidation to give them combat penalties (or discourage them from fighting in the first place!) shouldn't be disregarded either. Or just to make yourself look more menacing than you actually are!
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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07-17-2010, 01:04 PM | #26 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Attacks of opportunity, or just the threat of them
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This compression still exists in D&D because everyone is in a dungeon, but a moment's thought will reveal that a bow is a rather stupid weapon to bring into the confined space of a dungeon unless you're Legolas. In a real fight, I wouldn't put my archer near my "tank" unit. I'd stick him in a tree, on a rooftop or on a parapet. I'd also give him at least a short sword and some kind of armor so that when the enemy arrives, he can keep fighting. The guy in the heavy armor isn't there to absorb damage meant for the acher. It's to absorb damage meant for him. He's wading into the enemy, fending off their blows as he's cutting a bloody swathe through their line. That's what he's for (while the sniper/archer is helping him from afar). I'm not trying to criticize how D&D works here, just point out that GURPS works alot better when you discard D&Dish notions. Even Dungeon Fantasy, despite its whackiness, works better when you start to approach it with GURPS-style sensibilities and have the Knight start killing people rather than throwing taunts around and waiting for the Cleric to heal him.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-17-2010, 01:22 PM | #27 |
Join Date: Apr 2010
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Re: Attacks of opportunity, or just the threat of them
it seems to me that gurps DOES have the potential for an attack of opportunity.
it's pretty straightforward, the GM rules that if an enemy acquires a new target and moves out of melee to attack, the old target (the tank) can take a wait maneuver, then make a one-step move behind the enemy and perform an all-out-attack using the rules for "attacks from behind" as opposed to the rules for "runaround" attacks. so the enemy takes an attack with no opportunity for active defense, the tank can furthermore target the leg, possibly crippling it, and oops, no more runaway enemy. |
07-17-2010, 06:05 PM | #28 | |
Join Date: Aug 2007
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Re: Attacks of opportunity, or just the threat of them
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Remember it's _one_second_ Turns. Unless you take that Wait to prepare for someone else's action You can't react until it's _your_ Turn and that's after your enemy has finished his action on his Turn.
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Fred Brackin |
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07-18-2010, 02:52 AM | #29 | |
Join Date: Apr 2010
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Re: Attacks of opportunity, or just the threat of them
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also, it might be handy if after the damage dealer hits, there'd maybe be a PER roll followed by the tank being informed, "the enemy looks at your scrawny ally and narrows his eyes" or some other indicative fluff text. that being said, even lacking the wait maneuver, unless the tank is MUCH slower than the enemy, he'll be able to catch up on his next turn and back attack then. this is NOT an MMO we're talking about here, bear in mind. if somebody makes a glass cannon character and places him within striking distance of an enemy when the enemy can one-shot him, that player made enough mistakes to justify death or significant injury to his character. |
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07-18-2010, 03:42 AM | #30 |
Join Date: Jul 2008
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Re: Attacks of opportunity, or just the threat of them
I disagree with sticking the long-ranged types way behind the lines. In a pitched battle, sure, your missile units don't have to be right next to your melee troops (though they might be pretty close sometimes to maximize range beyond the front...massed archers don't do close fire support very well). But in an adventuring party, what do you gain? Your 'tank' holds up the enemy for the handful of seconds it takes to resolve melee combat, while your 'sniper' takes a couple of long-odds shots. Meanwhile, you've split the party by a hundred yards or so, meaning that nobody can possibly help the archer if he ends up in trouble during the process.
Putting the archer way off in the distance probably makes the archer more likely to survive the fight, but it doesn't make you more likely to win, or to come out with no casualties, unless they're so weak, soft, and tempting to the enemy that their presence in the fray actually makes your group weaker due to the need to protect them.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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control, hex, tactical combat, tank, teamwork |
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