07-29-2023, 02:26 PM | #81 |
Join Date: Jan 2011
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Re: Help a noobie understand critical hits
Part of what puzzles me is the choice of genre; picking Cyberpunk, then saying you don't want death by gunfire, seems odd. Kind of like picking high fantasy and disallowing magic. Why go with Cyberpunk at all, unless it's an espionage-themed game?
And are you going to nerf the PC weapons, too? That might annoy them a bit as well; " What do you mean my M-16 does damage like a thrown dagger!?!?" If big vampire dudes sinking axes into their enemies is what you want, maybe After The End or a Fantasy game would fit your ideas better? I'm not trying to rain on your parade - I just think that your expectations of a Cyberpunk campaign are outbif synch with the traditional weapons. If you don't want the PCs dying in a firefight, you have every right as GM to fudge and describe rolls to make it dramatic. I don't think rewriting all the damages is the best way to go. But ymmv. |
07-29-2023, 02:47 PM | #82 | |
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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Ok, imagine you boot up the video game cyberpunk 2077. You have that first mission with the cyber ghoul haunt right? Ok, you mistep and two of the goons notice you. They shoot you ONCE and it's game over. You try it again and discover yes you can stealth it but that means all the weapons in the game are pretty much pointless because whenever you actually shoot someone and go into combat you get shot ONCE and it's game over. It starts to feel pretty hollow doesn't it? There's games and places for that. Games like Red Orchestra where you spawn in repeatedly, not a game where you spent quite some time designing and falling in love with your character only for the rules to be structured such to discourage any playstyle but one and the instant you slip up or do the wrong thing? Instant death. Fudging the rolls would be an option, I think it would be better to find a consistent non arbitrary solution. And yes, the tighter the wire you make your players run, the less margin for failure you allow in your game that means the fewer play styles they are allowed. You make the margin for error too tight then you have worked out of your game all playstyles but one. Preeeeeeeetttttttttttyyyyyyyyyyyy lame. Last edited by Colonel__Klink; 07-29-2023 at 02:53 PM. |
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07-29-2023, 02:49 PM | #83 | |
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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I'll be honest... you guys are winning me over on the damage modifiers. It gives reason for the (in setting extremely rare) laser to exist or to use swords. The vampires are just going to be that tough. Maybe the advantage of cyborgs is natural DR and insane strength so they can carry heavier and heavier armor without being slowed down? Mages? Well... I'm still figuring out the basics, we will see where they fit as the basics get in. |
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07-29-2023, 04:20 PM | #84 | |
Join Date: Jan 2008
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Re: Help a noobie understand critical hits
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Not really. The main thing that happens is that that particular vampire loses Move and Dodge and might go unconscious after a few seconds. He can maybe still fight, and he doesn't automatically die until he reaches -5 times his HP, which takes a total of 84 points (6 x 14) of damage. Farmer Joe needs to shoot him three more times to guarantee a kill! Meanwhile, the other vampires are probably feasting on Farmer Joe (or whatever--I don't really play vampire games so I'm only guessing). So in practice it will always take more than Farmer Joe with a high-powered rifle and a bit of bad luck to TPK the party and end the game. Eight goons with high-powered rifles, yes, that might wipe out a group of four vampires. (I dunno details, depends on how powerful they are, but it seems possible.) But the power of teamwork ensures that "getting shot once" is NOT going to be game over[1], it's just going to be a timeout for healing. [1] Unless it's a headshot of course. 96 HP of damage from Farmer Joe's headshot could be ugly. Last edited by sjmdw45; 07-29-2023 at 04:27 PM. |
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07-29-2023, 04:28 PM | #85 | |||
Join Date: Jul 2008
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Re: Help a noobie understand critical hits
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Video games make bad settings. Quote:
This is why we have that Advantage. Quote:
If the one down isn't alone, OTOH, the shooter has better things to do than keep shooting somebody who isn't fighting.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 07-29-2023 at 04:32 PM. |
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07-29-2023, 04:40 PM | #86 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Help a noobie understand critical hits
Instant death by gunfire is about as likely in GURPS as real life (especially if you use bleeding and the rules from the box on High-Tech p. 162) and generally only when you have a central nervous system hit or a very high caliber high velocity round like an HMG.
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07-29-2023, 06:15 PM | #87 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Help a noobie understand critical hits
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I don't see a lot of death in my fantasy games - people usually drop out of a fight before hitting -1xHP - but my modern day and sci-fi games have people drop dead. Not everyone, but a couple in any high intensity combat. Automatic death is incredibly rare. Like maybe a handful of times across hundreds of combats, though again more likely with guns. 7.62mm sniper rifles to the skull are rare, but not much survives them. Though I've seen some PCs that just shrugged them off.
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07-29-2023, 07:15 PM | #88 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Help a noobie understand critical hits
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Although, yes "riddled with bullets" is also a way to die fast. |
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07-29-2023, 07:34 PM | #89 |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Help a noobie understand critical hits
Getting close enough to use the SMG and land lots of hits is much harder, of course, so there's balance there. Vampires tend to have enhanced perception and other abilities that make getting close hard and dangerous.
Excellent discussion about the single shot above - clearly demonstrates it's not as instantly lethal as some might suspect. Also, Farmer Joe needs a pretty good weapon skill and/or weapon enhancements and/or plenty of aiming time to get a hit. Doesn't sound so much like a farmer, but if he's well more than just a farmer then he's a much more potent foe and the GM should use him sparingly. If the GM wants to kill a PC, they die. Whether that's by fiat or recklessness or ridiculous scenario. It's equally easy for the GM to avoid that and present a balanced option where death could happen, but not automatically and not without the PCs having a chance to get out of it. If the GM wants the players to be able to hold onto their characters for a while and death to be unlikely (but time in torpor or other healing and so on to be the primary impact) then set the opponents appropriately or use one of the many options provided to alter the balance. Something that I think we've all missed so far, so I'll throw it in now, is a recommendation to the "How to be a GURPS GM" series: https://warehouse23.com/search?q=how...prefix%5D=last
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
07-29-2023, 08:08 PM | #90 | |
Join Date: Jan 2008
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Re: Help a noobie understand critical hits
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@OP's takeaway by now is hopefully "don't worry, that's extremely unlikely especially if you have a buddy." |
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combat, defending, tactics, vtm |
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