02-09-2021, 02:05 PM | #51 |
Join Date: Jul 2008
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Re: How should i run monsters?
And poison immunity prevents damage-causing poisoning! Which likewise completely fails to conflict with Mark Skarr's citation.
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02-09-2021, 05:45 PM | #52 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: How should i run monsters?
Immunity gives automatic success on resistance rolls. GURPS seems to make the assumption that all toxic damage will be resisted in some way other than DR, though that isn't actually enforced anywhere in the rules.
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02-09-2021, 06:58 PM | #53 |
Join Date: Jul 2008
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Re: How should i run monsters?
Yes. These things are known.
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02-10-2021, 06:26 AM | #54 |
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Location: Sumter, SC
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Re: How should i run monsters?
Classic as it allowed the Resist Fire (item) Knack. :-)
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02-10-2021, 07:33 AM | #55 | |
Join Date: Mar 2008
Location: LFK
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Re: How should i run monsters?
Quote:
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02-10-2021, 09:01 AM | #56 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: How should i run monsters?
Quote:
As for a more recent example of changes, take a look at the Verne's Nautilus TL in GURPS Adaptations (2016; 2017) vs it in Vehicles: Steampunk Conveyances (2017). For former used 2000 Classic: Steampunk's TL (5+1) but in 4e that means realistic alternative tech. Vehicles: Steampunk Conveyances finally corrected it to TL (5+1)^ ie super science alternative tech which is how Classic: Steampunk used some of TL (5+1) as there was no superscience category back then.
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02-10-2021, 09:15 AM | #57 |
Join Date: Dec 2006
Location: Meifumado
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Re: How should i run monsters?
I thought we were helping a newbie run monsters.
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02-10-2021, 10:24 AM | #58 | |
Join Date: Nov 2008
Location: Rome, Italy
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Re: How should i run monsters?
Quote:
I planned three different combat encounters to teach them the basics: - A group of bandits (for movement, basic actions... and also to show them that most enemies will flee given the chance ;) - A pack of wolves (for environmental combat, all out attacks and close combat options) - And the next fight will be against 3 wights to introduce them to injury tolerance and targeted attacks (since their are frail the best strategy is to amputate them) Honestly an Hydra seems a really complex monster to handle: multiple heads, attacks, regeneration, superior size and reach so i would not start from there but everything depends on your party experience.
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02-10-2021, 10:45 AM | #59 |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: How should i run monsters?
[QUOTE=Opellulo;2366615]I'm currently running a Witcher based fantasy campaign with novice players and one of the challenges was to introduce them to the different Gurps combat system and flow. Many come from Pathfinder where the combat is just rolling damage dices until your opponent drop dead.
I planned three different combat encounters to teach them the basics: - A group of bandits (for movement, basic actions... and also to show them that most enemies will flee given the chance ;) - A pack of wolves (for environmental combat, all out attacks and close combat options) - And the next fight will be against 3 wights to introduce them to injury tolerance and targeted attacks (since their are frail the best strategy is to amputate them) Crawl before you can walk, walk before you can run. The "Wight is iffy as there are at least three "off the shelf" types of "Wights" in GURPS: Blood Types (which is also a vampire with a [306] version...ouch), Undead's ([-69] converted without any of the Lenses) and the one in Fantasy ([80]) This is what I meant about there not being any. "canonal" way to do things in GURPS. I agree with this especially in a gritty setting as is planned. In fact, I would avoid anything with combat relevent exotic advantages until the players are at least familiar with Combat Lite.
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