07-28-2023, 04:55 PM | #61 | |
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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But for me there's a balance. I love that gurps has actual active defenses rather than other rpgs passive defenses. But it will slow things down a fair bit! This is a time usage thing. If I take all 5 hours of a game session for combat with 2 bad guys because of excessive combat rule usage my players won't show up to that table again and I wouldn't blame them one bit. It's pretty simple. The setting has guns, lots of em. Players need to be in an environment with those guns and actually not be told "combat encounters are inadvisable" as combat and death are part of a cyberpunk setting. It's a world of struggle and conflict. They need to be able to do this and enjoy it without fear of instant death and they need to be able to do this as even newer players than me AND we need to be able to do this without having to evoke increasingly esoteric rules to compensate for other problems like a rifle doing 5d6 damage. That's why I started paring everything down. For now I jsut got burn (aggrivated damage to vampires ie it can kill em and to other eldrich beings. Comes form lasers) and kinetic. I might expand it a bit but so far that's it so we don't have to calculate wound profiles after armor penetration. Just what the dice shows is what you do! Then i just more or less halved the damage for now. We'll see how play testing works :). |
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07-28-2023, 04:56 PM | #62 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Help a noobie understand critical hits
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Similarly, if I hit you with the blunt end of an axe's head, I'm doing crushing damage and I might break your arm. If I reverse the axe and hit you with the sharpened edge, I'm doing cutting damage and severing skin, muscles, and tendons as well as possibly cutting through the bone. It's the same amount of energy, momentum, whatever in both cases but the chopping head creates more grievous wounds. It's not hard to remember the wound modifiers if you play for a bit, or you could just write a tiny lookup table somewhere: Code:
bu x1 co x1 cr x1 cu x1.5 im x2 pi- /2 pi x1 pi+ x1.5 pi++ x2 tx x1
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07-28-2023, 05:02 PM | #63 | |
Join Date: Jul 2008
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Re: Help a noobie understand critical hits
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I can't really argue about it usefully, though.
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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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07-28-2023, 05:03 PM | #64 | |
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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But frankly. All that you described can just be done by assigning different roll values to the weapon as appropriate and then add a dr modifier. You don't need to have a table for your players to look up. They look at their character sheet and it tells them exactly how much damage their weapon does! That's good gameplay right there. |
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07-28-2023, 05:04 PM | #65 | |
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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I keep getting pulled into the realism argument because people find it important. I'm not really concerned about realism in my setting. I'm happy with the idea that it can take a few hits on average to put down even a normal guy on the street. That's ok. I want people have a good time, not losing their characters every five minutes. You're right that is a trope of cyberpunk even, death that swift. The old (incredibly old) gurps cyberpunk book even mentions it saying most 150 point characters will be dead in a session. That's not the sort of game I'd like to play nor is it what my players would like. They invest time in writing their characters. |
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07-28-2023, 05:09 PM | #66 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: Help a noobie understand critical hits
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https://tvtropes.org/pmwiki/pmwiki.p...nAcrossTheRoom I can't find the name of it, but old movies (before 1950 I think) had gunplay where when a person was shot, they just fall down, cause that is what happens. If you ever saw someone get shot and die, it looks like a puppet just got its strings cut. After a while people wanted more "action" and so in movies people started to exaggerate the wound by jumping back or using wires to get pulled back. |
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07-28-2023, 05:23 PM | #67 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Help a noobie understand critical hits
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If the target has body armour, their survivability increases, reducing that single shot kill considerably even with just a modern tactical vest. As to what you need to do? It's not hard, but it can have a few steps. There are some handy "cheat sheets" available at http://gurpsland.no-ip.org/pdf/GURPS...CheatSheet.pdf Ultimately, though, it's up to you how realistic you want to make it or how simplified you want to make it (like "That Other Game"). But you wanted to understand critical hits and seemed to be asking about more advanced rule options, so we've been providing that to you. But it's all optional. So long as you and your players are happy, it doesn't matter which way you do it (but do ensure your players understand how it works so they are not confused or upset by how it plays out).
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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07-28-2023, 05:29 PM | #68 | |
Join Date: Jul 2008
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Re: Help a noobie understand critical hits
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-Winged him, mostly cosmetic. -Instant death. -Death following a few to several dramatic seconds. (In some cases, dramatic seconds with action, in others just near-death-speech drama.) -No effect because the target is bulletproof. If anything, the rarity of 'injured significantly but not that significantly' is probably a realism failure, though all the outcomes I listed are plausible ones... The knockback of bullets is another story...
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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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07-28-2023, 05:36 PM | #69 | |
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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TBH I was asking about critical hits and ultimately had to ask about the rest because I came into the problem. How do you handle it when the armor of the target is mismatched with the weapon? I was writing my setting's weapons and armor values and I was always keeping the armor rating juuuuuuuust below the tier of weapon it was intended to defeat because I didn't know of any other way to ensure that at least something that can be done even if it requires rolling the limit or near the limit of a damage roll on the dice. Of course, it was pointed out that impenetrable armor can be a interesting challenge. Take a -8 to half the armor values by shooting for a weak spot? Shoot him in the eye? Use environment? Ect. Then we heatedly got into the weeds because I didn't mention how insanely lethal the weapons are which makes me feel like I have to always have my players pushed to the edge of the best armro that's available. |
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07-28-2023, 06:16 PM | #70 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Help a noobie understand critical hits
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And, yeah, knockback is ridiculous as I think we all agree here!
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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combat, defending, tactics, vtm |
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