07-28-2023, 08:32 AM | #31 | |
Join Date: Aug 2007
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Re: Help a noobie understand critical hits
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07-28-2023, 08:51 AM | #32 | |
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Join Date: Feb 2005
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Re: Help a noobie understand critical hits
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What this means is that you can't approach combat in GURPS as an attritional battle of hit points. Rather, the first, best option is not to get spotted by your enemy. If you do get spotted, the next best thing is not to get hit. If you do get hit, the next best thing is to avoid damage. Therefore, it's unwise to just go wading into a fight. Characters should try to avoid fights, and if they can't, they should attempt to engineer circumstances in their favor. Say, if there's a position they can't bypass, they should arrange an ambush, cause a distraction so that they can attack from an unexpected direction, or the like. Stealth (for straight-up sneakiness), social skills (for talking your way out of potential trouble), and in this case supernatural abilities to sway minds and such are really useful. This has further implications for building characters. Pure HP are expensive and not necessarily that useful. A supernatural-ish character should look at advantages like enhanced defenses to avoid being hit, DR and Injury Tolerance to reduce the effect of hits, and Rapid Healing and Recovery to bounce back faster. Also keep in mind that in order to do damage, Farmer John has to hit what he's shooting at. His skill level probably isn't very high. If he's rushed and doesn't have time to aim, he's not likely to hit, particularly if there's a vampire out there in the dark where he can't see or lurking around the farm with a high enough Move and level of stealth that the vampire can go from cover to cover without being detected until it's too late. Then there's that "sauce for the goose" thing. You note that body armor can give mere humans a pretty high DR. All right. So why wouldn't the vampire put on a tactical vest as well? Anyway, the point of all this is that combat in GURPS is very sensitive to environmental conditions and tactical choices. mburr referred to whiteboarding, which I think is a significant point. It is indeed the case, as you've figured out, that some bozo with a modern rifle can kill the hell out of all kinds of things. There's a classic example in discussions here of how character points don't equal combat effectiveness, with a 25-point child soldier with an AK effortlessly taking out a 200 point accountant. But one of the great and terrible things about GURPS is that it makes setting and player choices very meaningful. Sure, Farmer John can theoretically splatter the vampire's undead guts all over the side of the barn, but the vampire can see to it that he doesn't get the chance.
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07-28-2023, 09:16 AM | #33 | |
Join Date: Jun 2013
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Re: Help a noobie understand critical hits
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I'll note that, in a cyberpunk setting, nobody is going to look askance at your characters for using some low-profile body armor. A more consistently-performing version of Pinnacle Armor's Dragon Skin might be available. The stats for the Advanced Body Armor in High Tech would work for a TL 9 specimen (HT has it available at TL8, but that was released back when the only data for the armor were bad data, putting it as consistently performing much better than it ultimately turned out to). That protects against up to 10d pi (it's DR 35 against piercing), so you could get away with a thinner version if you're only expecting to go up against 7d or so. So that's another possible option you could use.
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GURPS Overhaul |
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07-28-2023, 10:34 AM | #34 | |||
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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My concern was about a game going sour because of one lucky dice roll against the players. That's a BIG concern for me tbh! Quote:
A TTRPG that tells you that combat is a fools errand and shouldn't be done belongs in a trash can. Fortunately gurps basic structure for characters and skill contests is amazing. It allows me to build what I want and all it requires is adjustment of damage models... Quote:
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07-28-2023, 10:52 AM | #35 | ||
Join Date: Jun 2013
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Re: Help a noobie understand critical hits
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GURPS Overhaul Last edited by Varyon; 07-28-2023 at 10:55 AM. |
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07-28-2023, 11:54 AM | #36 | ||
Join Date: Aug 2004
Location: Austin, TX
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Re: Help a noobie understand critical hits
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Again, I ran a long-running series of fantasy, modern day, and sci-fi games online with a diverse pool of PCs, probably 70+ across all the games, and the games were generally intended to be quite lethal. PCs regularly went into the negative HPs, but I think I legitimately killed 4 PCs in combat, and never because of a single bad roll[1]. Quote:
If you're really worried, Survivable Guns (all guns do half damage, but have armor piercing 2) is an official and likely sufficient house rule. If that .30-06 rifle that Farmer Joe uses to shoot the vampire with only does 3d+2 (2) pi, the unarmored vampire with Unliving takes an average of 4 injury per shot if the vampire is entirely unarmored. If you assume that a blood point heals HP/2 injury per point expended (which I would argue is the minimum correspondence between WW style wound levels and GURPS HP), then it's a mere 1 blood point to fix each bullet wound - and even less if you make vampires buy some extra HP as part of their template to represent additional undead resilience. [1] Firefly the pixie had 2 HP (total) when her party missed spotting a tripwire and a load of poisonous gas poisons shattered in front of her and she failed to retreat out of the gas clouds and took 8 points of injury and was killed. But that wasn't a single bad roll: the scout's Danger Sense failed and 6 people failed Vision checks and Firefly botched her Dodge and then failed her HT check (and her Luck wasn't up for some reason, I forget why).
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07-28-2023, 12:27 PM | #37 | ||
Join Date: Jul 2008
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Re: Help a noobie understand critical hits
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Luck is how you get the 'I'm too much of a main character to just eat a bullet here' effect in GURPS. Quote:
It does do a couple of things: - It has less infrastructure than some other games to make sure you've set the table so the players won't lose a fight. (That you should avoid fights you would lose is not a difference between GURPS and most games.) - If you don't specifically take advantages or custom rules to mitigate it, it makes it significantly possible (though still to a less-than-realistic extent) that even a properly-weighted fight that the PCs win as intended will kill PCs, which many tables don't like. Especially if you're playing with firearms - it's a lot harder to get one-shot dead by humans with muscle-powered weapons. (Though quite easy if you're hit by a dragon or a giant or something.) Also a third thing that you really want to have some exotic healing available if you're expecting PCs to get in fights and bounce back fast. You decidedly don't recover all your HP on a long rest here unless by 'long rest' we mean 'extended hospital stay'. You've likely already taken care of this, but if not heads up. While you can hack the heck out of it if you really want to, GURPS base gun lethality fits fairly well with most media other than video games and Dungeons and Dragons - people who aren't very weird don't treat getting shot as a regular day-at-the-office experience, even if they are regularly involved in serious violence. Getting shot at might not be a big deal to them but getting shot is.
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07-28-2023, 12:59 PM | #38 | ||
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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A crappy little .32 being 1d6-1 giving a 50% chance of a roll of 2 or less which won't penetrate a heavy leather jacket in my equipment list (dr 2) . Surprisingly... that's fairly realistic (even though that isn't my goal) that's why so many armies stopped using .32s even though they were once the most popular self loading pistol cartridge in the world. This thread has been very productive though. I don't know if I'd ever get zany enough in damage models to exploit it but now I know the more dice you roll, the more the results will drift statistically toward the median. So I can control and push toward the median by adding dice then doing a -6, -12 whatever at the end. Kinda weird to think about but it might be a terrible headache to deal with. Much like I'm trying to figure out how to make calculating all the wound modifiers bearable. Quote:
Celerity (vampire haste) was easier to fix. That originally just gave additional attacks and a move bonus. I just gotta find the right balance of the basic speed bonus which will allow a vampire at max power level to dodge bullets like crazy, the human counterpart would be something like a sandevisitan implant out of cyberpunk 2077 that would just absolutely consume fatigue points but save a burner's life when caught with his pants down. As a basic template I was imagining that my players would all have combat reflexes (+1 defense) and high pain threshhold. My understanding is that removes the defenses halved debuff when they have low HP correct? Sadly there doesn't seem to be much more to help other than dumping into HT , Dex and finally HP. High stat character not skill and HEAVY into 18 HT or something..... |
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07-28-2023, 02:18 PM | #39 |
Join Date: Jul 2008
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Re: Help a noobie understand critical hits
Why are you sure about that?
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07-28-2023, 02:48 PM | #40 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Help a noobie understand critical hits
I was wondering that myself. The kinetic energy of a 5.56mm rifle round is in the neighborhood of 1800 joules. A human fist blow has a lot less energy than that; I've seen various estimates, but if you set aside blows from heavyweight boxing champions, it looks as if the order of magnitude is about 1/10 as much. I'd expect an axe to have less kinetic energy than a bullet.
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combat, defending, tactics, vtm |
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