08-22-2015, 09:16 PM | #11 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Tactical Consequences of The Last Gasp
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08-23-2015, 12:45 AM | #12 |
Join Date: Jan 2010
Location: Brighton
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Re: Tactical Consequences of The Last Gasp
Tactically I really like it. It and another area to create fighting tactics in without adding much complication to the system. It's pretty good at forcing a pace on combat that gets away form the issues of PC's acting perfectly second by second like clockwork death machines until all threats have been addressed, as we sit about the table.
It can be leveraged in different ways (the relentless but slow zombie, etc, etc) It tweaks well as well. My current favourite tweak is penalising flurry AP by encumbrance pen and the to-hit penalty for using a too heavy weapon. (recalculating if stats drop from FP use of course) On a larger scale as GM I can use it to pace and shape encounters. A recent one being a running encounter with with some town milita types. Normally the PC's would have separated and faced them down in small groups mincing them in individual encounter. But I didn't give them a break, so even doing that FP's started to get lost. We actually had players beginning to panic. as a GM I always feel I'm doing my job if my players are beginning to panic! Last edited by Tomsdad; 08-23-2015 at 01:12 AM. |
08-23-2015, 12:50 AM | #13 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Tactical Consequences of The Last Gasp
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08-23-2015, 01:11 AM | #14 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Tactical Consequences of The Last Gasp
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08-23-2015, 02:05 AM | #15 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Tactical Consequences of The Last Gasp
Has anyone tried to do a Roman legion thing, with front-line fighters keeping up the pressure and then retreating back fresh troops to regain their APs?
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08-23-2015, 02:20 AM | #16 |
Join Date: Mar 2006
Location: Iceland*
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Re: Tactical Consequences of The Last Gasp
My PCs tend to be massively outnumbered, so it's opponents who would benefit from that. Generally, the PCs manage to break down ranks and formations in short order, though. If they didn't, they'd lose.
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08-23-2015, 03:22 AM | #17 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Tactical Consequences of The Last Gasp
What happens with the Berserk advantage?
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08-23-2015, 03:26 AM | #18 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Tactical Consequences of The Last Gasp
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In connection with a supernatural power package that would grant awesome melee ability, but have the risk of going Berserk as a drawback, however, I started to think about how it would work with the Last Gasp. I guess... the character would expend all his FP pretty quickly, thus making Berserk even worse? Even if he won, he'd be weak for days or weeks afterward.
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08-23-2015, 03:31 AM | #19 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Tactical Consequences of The Last Gasp
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08-23-2015, 03:38 AM | #20 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Tactical Consequences of The Last Gasp
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I feel Berserk is severely underpriced as is, so I support it. The pricing was worked out before Telegraphic Attacks, for example, which made All-Out Attacks a lot more suicidal, and didn't really account for the interplay of extremely nasty grappling moves, Telegraphic Attacks and Targeted Attacks against vulnerable spots and/or Armour Gaps which usually follow an All-Out Attack against an aware foe with combat training and equipment. Enough DR to make All-Out Attacks low-risk or even less than suicidal in hand-to-hand combat is pretty rare in all games I've run and usually means that the character is fighting what are effectively non-combatants compared to him.
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alternative rules, the last gasp |
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