04-05-2011, 10:50 AM | #301 | |
Join Date: Aug 2004
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Re: Monster Hunters: New information, leaks, and sample characters!
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But Theology specializations are primarily defined by belief, dogma, etc., and only secondarily (however usefully) by what monsters they help you identify. |
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04-06-2011, 12:25 AM | #302 |
Join Date: Apr 2011
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Re: Monster Hunters: New information, leaks, and sample characters!
As far as I can tell, Theology is a monster hunter skill here and not a priest skill. If a player wanted to play a Buddhist monk I'd probably just run the monsters through an asian equivalent filter, let him use his theology (buddhism) and call it a day, but that seems like all you really need to do. The choice the devs made was simply genre savvy, so I'd feel free to change it if I'm not sticking to their genre (western monster hunters).
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04-06-2011, 05:34 AM | #303 | |
Join Date: Jul 2005
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Re: Monster Hunters: New information, leaks, and sample characters!
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I wouldn't use this for handling "boss" battles or the "big bad" but it's very useful when dealing with large groups of monsters like zombie hordes, vampire gangs, and mummy armies. Rolling damage can be very time consuming and bog down game play, especially in cases where the typical result is "monster is mowed down in a hail of bullets". I'm not sure some of the combat scenes for Blade films that feature lots of vampire enemies would play out very quickly using GURPS RAW.
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James (aka griffin) Stuff I'd like to see in Pyramid Griffin's Claw - fantasy Special Ops team |
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04-06-2011, 10:01 AM | #304 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Monster Hunters: New information, leaks, and sample characters!
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That way, characters can have Occultisim (Vampires) and be familiar with vampires of a range of mythologies, subject to cultural familiarities possessed by the character. He could also just have Occultism (Jewish Mysticism) and be familiar with mundane countermeasures against any monsters or magical effects that might appear anywhere in the myths of the Jewish people.
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Za uspiekh nashevo beznadiozhnovo diela! |
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04-06-2011, 10:09 AM | #305 | |
Join Date: Nov 2009
Location: Oregon
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Re: Monster Hunters: New information, leaks, and sample characters!
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04-07-2011, 06:01 PM | #306 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Monster Hunters: New information, leaks, and sample characters!
Oh yes, that's in there. Specifically, it's in MH2 (p. 21), though, with the other rules on simplifying and streamlining gunplay. (Many of which I adapted from Action 2, BTW, because it would've been silly to reinvent the wheel when the good Dr. Kromm came up with a wheel that rolled so well!) There are a ton of rules directed at keeping combat simple while also allowing for atmosphere and environment to play a huge part -- after all, a fight in a cramped, unlit tomb should feel much different from a daytime fight in a swamp.
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04-07-2011, 07:20 PM | #307 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Monster Hunters: New information, leaks, and sample characters!
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Note I'm making this up on the spot. Convert HP to dice. Convert armor DR to dice. To look at wounding, subtract DR from every hit (in dice). Subtract residual damage dice from HP dice. Assuming a human, if you only have 1d left, you're at Move/2, etc. If you have 0 to -HP dice left, roll for KO Each multiple of HP dice causes a death check at -1. So you have a 6d battle rifle that hits a diseased evil thing 3 times. No DR, and 4d HP (tough diseased evil thing). That's 18d vs 4d, or -14d. Roll HT-3 or die, and roll KO every turn. Or if you invoke Mook rules, below zero he's KOed, and negative HP dice and he's KOed and dying, -5xHP dice and he's dead. With my 4d example, the thresholds are probably 1d, 0, -4d, and -20d.
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