10-11-2024, 11:44 PM | #31 | |
Join Date: Oct 2005
Location: Earth
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Re: High Power GURPS: Where lies the problem?
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That said, I am struggling to find rules to help a (different) gold-era supers campaign to help super heroes-in-training each have options to "incapacitate" criminals they foil crimes of (nonsupers being even more fragile)... (e.g., to just "knock out" foes to tie up and leave for the police?) (the flavour text narrates a taking a sorcerer unconscious! (Supers p.5)). *(exactly passed the HT roll so their arm was only crippled until the healer restored HP later that day, if you are curious. : ) )
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10-12-2024, 02:02 AM | #32 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: High Power GURPS: Where lies the problem?
What kind of combat situation calls for weeks of sessions? I've run what I thought were serious combats, which took up part or most of a session lasting four to five hours; I've never had one that ran over.
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10-12-2024, 02:13 AM | #33 |
Join Date: Mar 2006
Location: Iceland*
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Re: High Power GURPS: Where lies the problem?
Boarding a ship and either clearing all the spaces in it to rescue hostages/intended occult sacrifices and arrest or be forced to kill all the crew (modern cargo ship) or fighting a fierce boarding action through a crew of desperado cutthroats, until you kill their pirate captain, or he gallantly surrenders to you (High Medieval to Early Modern ship in the Mediterranean or Caribbean). Ships fought each other for hours in reality, and even if the melee of a boarding action rarely lasted more than half an hour, that can still take ages to play out.
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10-12-2024, 10:05 AM | #34 | |
Join Date: Aug 2004
Location: U.K.
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Re: High Power GURPS: Where lies the problem?
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For powered supers, of course, an Alternate Ability variant of any attack can be an Affliction (Incapacitation, usually Paralysis, Sleep, or Unconsciousness).
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10-12-2024, 12:01 PM | #35 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: High Power GURPS: Where lies the problem?
Honestly, in cinematic genres all damage that isn't a Plot Point is pretty transient, so just giving accelerated recovery for all minor wounds isn't out of line (give everyone Regular or Fast Regeneration as long as HP >= 0; attacks intended to subdue won't reduce HP below 0 but have increased ability to knock unconscious).
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10-12-2024, 08:18 PM | #36 | |
Join Date: Oct 2005
Location: Earth
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Re: High Power GURPS: Where lies the problem?
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i Hit location rules from B399 (skull) -> x4 damage that exceeds DR ii For beings with <15maxHP, "2" injury to the brain becomes 8, which exceeds maxHP/2 so it is a Major Wound. (B420) iii Long story short they need to pass a HT-5 roll or be unconscious (B420) (technically a HT-10 roll, but failing by more than 5 means unconsciousness for 15min, B423) I'll have to think about some way to "wear foes down". Maybe some system that "Temporarily" drains HP. (FP does not quite seem fair). Thanks!
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10-12-2024, 10:17 PM | #37 | |
Join Date: Jul 2008
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Re: High Power GURPS: Where lies the problem?
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In fact, I'll go one better: we've got TV Action Violence on BS417. Why not make antagonists use it? (Also, ditch the restraint in the second paragraph except probably the final sentence. It's weird regardless. If somebody throws a car at your chest, it's rather missing the point of TV Action Violence for that to unavoidably turn you into a pulpy smear. If you must, you can describe the loss of FP and turn in some such cases as being struck instead of as desperate evasion.
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10-13-2024, 02:14 AM | #38 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: High Power GURPS: Where lies the problem?
I don't own BESM 4 but BESM 3 handled supers just fine. I played in a game where the PCs were all Norse warriors summoned from Valhalla and was basically supers in all but name. Characters included a Valkrie, a massive were-bear and the like. Most of us would fit in just fine in a Thor or Avengers comic.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
10-14-2024, 05:10 AM | #39 | |
Join Date: Aug 2005
Location: Denmark
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Re: High Power GURPS: Where lies the problem?
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So you end up with an extreme disparity between "what is a fitting challenge for the group". To hurt one PC you need to be able to do 20+ dam per hit. To hit another you need to reliably give -8 to their defense. But the last two PC's are just going to die if you design a challenge that hits all the PCs equally. Other gaming systems (especially those with levels), tend to force players to be more equal when it comes to combat. This can also be a problem from the start of the session but here you have a more obvious chance to talk it over and design the PC's to be on the same level. So we are back to: "the systems doesn't auto-balance. That's your job as the GM, and it takes some effort". |
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10-14-2024, 05:54 AM | #40 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: High Power GURPS: Where lies the problem?
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I have the impression that’s a more typical rate than 10/session.
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Bill Stoddard I don't think we're in Oz any more. |
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