02-07-2008, 10:36 AM | #21 | |
Join Date: Aug 2005
Location: Göteborg, Sweden
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Re: Examples of 4e Combat
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02-07-2008, 10:41 AM | #22 | |||||||||||||
Join Date: Aug 2004
Location: Los Angeles
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Re: Examples of 4e Combat
Wow! Thank you all for the help, this is exactly what I was hoping for - the hive-mind to go over the examples and help me correct them! If the examples are incorrect they're worse than worthless, they're actually counter-productive to helping people learn the system.
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Again, thanks all for the replies - looks like I've got some cleaning up to do! Should have corrected versions posted sometime today.
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02-07-2008, 10:50 AM | #23 |
Join Date: Aug 2004
Location: Northern (and I mean Northern, not freakin' Albany!) New york
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Re: Examples of 4e Combat
Wow...glad I read this and made my comment, because I never noticed that the cutting damage modifier is apparently still applied to limbs. My bad. Ya learn somethin' new and all that rot.
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02-07-2008, 11:05 AM | #24 |
Join Date: Dec 2004
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Re: Examples of 4e Combat
Why did you convert some weapons damage?
M1: Small Mace 2d(converted from 1d+4) M2: Mace 2d+1(converted from 1d+5) M3: Greatsword 2d+1(converted from 1d+5) That impacts the range of possible damage: M1: 2d 2-12, 1d+4 5-10 M2: 2d+1 3-13, 1d+5 6-11 M3: 2d+1 3-13, 1d+5 6-11 By not converting you lose 2 points of possible damage at the high end, but are assured of about double damage at the low end compared to the conversion. |
02-07-2008, 11:18 AM | #25 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Examples of 4e Combat
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02-07-2008, 12:50 PM | #26 | |
Join Date: Jun 2006
Location: Spain —Europe
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Re: Examples of 4e Combat
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02-07-2008, 01:12 PM | #27 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Examples of 4e Combat
Comment on Melee 1:
After Zach hits Arthur the first time, Arthur (wisely) does an AoD maneuver. It is often the case that after a pretty good hit, it is worthwhile choosing an All-out-Attack maneuver. Since a mace can be used every turn, and you're pretty darn sure that Arthur did AoD, that you try AoA. Double is nice, as it maximizes the chances that Arthur has to make a defense roll, and even with AoD, making two of them is often difficult. Also, they both have Reach 1 weapons and Step of 1. So it makes Sense for Arthur to Retreat for the parry bonus he'd get. He still wouldn't have parried, but it might be worthwhile to point out the options. It also allows him, on his turn, to Step BACKWARDS while doing AoD. Zach, of course, would follow up his attack with his (so far) unused Step, maintaining Reach 1 but driving Arthur backwards.
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02-07-2008, 01:15 PM | #28 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Examples of 4e Combat
Comment on Melee 2
Looking quickly at the characters, Arthur has 40pts in stats to Zach's 60. Since they both have a melee skill at DX+4, Arthur is at a disadvantage here. A "point balanced" scenario would be ST14/HT12 or ST13/HT13. Another possibility on how to divvy up points would be ST12, HT12, and Enhanced Parry 1, plus 10pts in something similar - Extra Attack? This is more advanced than you probably want for Example 2, but there are some interesting other options on an equal points basis.
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02-07-2008, 01:31 PM | #29 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Examples of 4e Combat
Comment on Melee 3
Arthur whips out his Greatsword (boo-yah!) and charges in while Zach is unready. Good plan. BUT!! Arthur should stop moving at maximum reach. If Arthur DOES run up right next to Zach, Zach's best move may well be to step into close combat and Ready his weapon, or maybe even step in with a boot to the crotch. Granted, this is "melee" example, but this is part of tactics. Does a Move and Attack qualify as an AoA? I don't have books with me. If so, stepping into Reach C and either grappling or just going for the field goal to the jewels might well be the right call.
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02-07-2008, 01:45 PM | #30 |
Join Date: Aug 2004
Location: Los Angeles
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Re: Examples of 4e Combat
Made a number of changes based on the feedback so far:
* Close Combat One, Turn 1: added a clarifying note regarding the reach of a Kick attack * Close Combat One, Turn 2: corrected Arthur's HP from '9' to '6' * Close Combat Two, Turn 2: corrected Zach's roll of '14' (which would have missed) to '12' (which hits) * Close Combat Two, Turns 4 and 7: corrected text regarding Grappling with one or two hands, and the effect on Parrying * Close Combat Two, Turn 6: added a note regarding additional options in Martial Arts * Melee One, Turn 4: added a missing check for Knockdown and Stunning due to a Major Wound * Melee Two, Turn 2: corrected Zach's 'axe' to a 'mace' (which is the weapon he's actually using) * Melee Two, Turn 2: added a clarifying note regarding limb crippling * Melee Three, Turn 3: corrected Arthur's Parry to a Dodge (he could not Parry, his weapon isn't Ready) * Ranged Two: corrected the Sniper Rifle's damage from 'imp' to 'pi' * Ranged Two, Turn 4: clarified text regarding -5xHP and -10xHP thresholds * Multiple: corrected all instances of "...spends 1 Movement Point" to "...uses his Step" (maneuvers with a Step component don't require spending MP) * Multiple: added a lot of parenthetical page references to the text; in particular, I added page references to all of the following the first time they appear in a given example: Bleeding (B420) Deceptive Attack (B369) Dice Conversions (B269) Disarm (B401) Dodge and Drop (B377) Dodging Rapid Fire (B375) Feverish Defense (B357) Grappling (B370) Hurting Yourself (B379) Kicking (and falling down) (B274) Knockback (B378) Knockdown and Stunning (B420) Lethal Strike (B404) Mighty Blows (B357) Neck Snap (B404) Rapid Fire (B373) Retreat (B377) Scatter (B414) Sprinting (B354) Unconsciousness (recovering from) (B423) Thanks again and keep up the good work - this has all been extremely helpful!
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