10-14-2024, 06:04 AM | #41 | |
Join Date: Jun 2013
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Re: High Power GURPS: Where lies the problem?
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GURPS Overhaul Last edited by Varyon; 10-14-2024 at 06:07 AM. |
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10-14-2024, 10:03 AM | #42 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: High Power GURPS: Where lies the problem?
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10-14-2024, 10:21 AM | #43 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: High Power GURPS: Where lies the problem?
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Aftermath! way back when had 'lethal' and 'subdual' damage types and melee weapons might do all lethal (if a knife, sword, or spear), a 'combination' (half and half), or 'crushing' (50% subdual). Using a crushing weapon to knock someone out was usually reasonably safe.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-14-2024, 11:14 AM | #44 | |||
Join Date: Jun 2013
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Re: High Power GURPS: Where lies the problem?
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GURPS Overhaul |
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10-14-2024, 11:53 AM | #45 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: High Power GURPS: Where lies the problem?
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Risk of lethality is not actually a function of the damage type of prior injury -- it's very unlikely to occur unless the character is on the verge of defeat, but defeating someone by beating them up with your fists, and then as a finisher pulling out a gun, is actually just as dangerous as a finishing shot at the end of an extended gunfight. Slow recovery is uncommon but can happen for any type of injury -- you generally see someone out of action either at end of story arc (and therefore not actually relevant) or the character temporarily being removed for plot reasons (and they will recover when plot convenient). A likely gaming equivalent of this is the player being absent for a session -- guess he spent that session recovering from his injuries. |
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10-14-2024, 12:13 PM | #46 | |||
Join Date: Jun 2013
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Re: High Power GURPS: Where lies the problem?
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GURPS Overhaul |
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10-14-2024, 01:01 PM | #47 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: High Power GURPS: Where lies the problem?
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10-14-2024, 05:00 PM | #48 |
Join Date: Aug 2004
Location: Seattle, WA
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Re: High Power GURPS: Where lies the problem?
I think it's specifically high-powered Supers that gets challenging, not high-powered campaigns in general. I ran a high-powered campaign where the PCs were 500-point rulers of kingdoms and it worked fine (well, other than you do start to get a lot of IQ 15, DX 15 experts who start to do everything equally well...)
But with high-powered Supers, you really need to start picking some optional rules to use: Knowing Your Own Strength, Impulse Buys, damage scaling, Buckets of Points (i.e. thinking about character points differently), etc. You and your players really need to know how to build complex abilities to recreate common hero tropes - like modular abilities, afflictions, shapeshifting, etc. GURPS Supers does a pretty great job navigating through a lot of this stuff, but in the end, all of this requires strong familiarity with the ephemera of GURPS, which can get difficult for inexperienced or even moderately-experienced players. Also, I find the 1-second turns gets in the way of recreating the FEEL of a lot of big superhero battles, like the ones at the end of Marvel movies. You generally want heroes punched through buildings, civilians rescued in mid-air, and hordes of minions everywhere. A good GM can hand wave this by just arbitrarily compressing and expanding turn lengths ("sure you can punch that thug and race across the football field to catch the crashing helicopter, make a DX roll!"), but again, it's an area where the RAW ruleset works against you compared to other super systems where turns are closer to 10 seconds. |
10-14-2024, 09:19 PM | #49 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: High Power GURPS: Where lies the problem?
How many sessions you run makes a difference. I typically run one session a month, and for two years (or three in a long campaign). That comes to 70-100 points, which is a significant change from a start of 150, but not overwhelming.
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10-15-2024, 11:07 PM | #50 | |
Join Date: Oct 2005
Location: Earth
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Re: High Power GURPS: Where lies the problem?
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It /does/ cause you to miss your next turn ("stagger"?) (B417). I'll have to ponder some skirmishes... My gut instinct is to add a multiplier to the FP cost based on the tier of foe... perhaps 1 (boss) even (1FP each event) 2 (miniboss) FP/3 ? (two events has them "weak" at 1/3FP) 3 significant npc - 1 hit to "Weak" at 1/3FP 4 mook - 1 hit KO I'm pondering calling it a use of "Extra Effort" , so it will slot in where one can only use Extra Effort defense once per turn. (MA131) Thanks!
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