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#11 | |
Join Date: Aug 2022
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TBH, I wanted to knwo if there were a lot of options for heavy armor. Knowing that it's a very dark situation... Well that's good. It's something to throw in sparingly. It's a horror scene to players, a overwhelming challenge. A different sort of a boss! It's kind of cool to think about, and I'm grateful ya folks cleared that up so I understand what I'm working with there. And no, I'm not interested in playing a game where one dice roll means the story is over and we all go home. Sorry no. No, it's not plausible for them to be walking around with 40lbs of armor as vampires under the masquerade all the time. When they are on a raid? sure. but daily when the confrontation with farmer john could happen? No. Btw, the example was a 14HT character. that's 40 points! This is something that I'm new to. Everywhere I read the average character has 9-13 HP. Is it normal for players to dump into HP and have more like 30? |
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#12 |
Join Date: Aug 2014
Location: Snoopy's basement
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Rather than redoing weapon damage, it would probably be easier to give vampires more Hit Points or some inherent DR up to the level you prefer them to have.
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#13 | ||
Join Date: Sep 2007
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While we're talking about critical results, let me point out that ALL critical hits means that the target doesn't get to roll an active defense. This result isn't listed on any of the individual table entries because it's always the case. See Campaigns p556 -- the last line in the paragraph under "Critical Hits". But tactics matter a lot in GURPS combat. It's not just repeatedly rolling to hit and hoping to roll damage. A fighter with such a light weapon facing an enemy in such heavy armor would probably try to hit weak areas. In GURPS terms, see the rules for hit location. If you can't stab through his plate armor breastplate, try stabbing the hands with only leather gloves. Or stab through the helmet visor. Or just target the generic "chinks in armor" location (Campaigns p400). All armor that humans can carry and move about in has weak spots and places that aren't well covered. -8 to hit, but you halve DR. Or step into close combat and grapple the tank. You're probably overmatched -- the low damage in the question suggests low ST, and running away might be the better option -- but close combat might be a better choice than hoping to get lucky before a heavily armored, strong, well-armed opponent does some major damage to you. If the enemy armor isn't rigid, then the Arm Lock / Wrench Limb / Neck Snap Techniques might let you hurt the enemy. Or you could try to pin your opponent -- in which case they're largely unable to act, whereas you can get one hand free to stab your "helpless" opponent. (Note that Campaigns p423 has a rule for dealing instant death to "helpless" or "unconscious" opponents.) (It's generally a good idea for GURPS combatants to learn an unarmed combat skill, even Brawling, and to carry a close combat weapon.) |
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#14 | |
Join Date: Aug 2022
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The game models swords very well... guns not so much! |
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#15 | |
Join Date: Aug 2004
Location: Austin, TX
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In fantasy/pseudo-medieval settings, anyone who expects to be in combat tries to have at least DR 1, and many serious combatants have DR 6 or more. But more than DR and HP, the primary solution to avoiding injury in combat was good defenses: a high weapon skill for a good Parry, a medium shield and high shield skill for a good Block and bonus defenses, and often a high Basic Speed and minimal armor for a good Dodge. Often those defenses were layered with a powerful offense, so that enemies died before they got multiple attempts to get through those defenses, penetrate armor, and cause injury. But I saw a lot more swashbucklers in light armor with HP 11-13, dodging and retreating, than I saw heavily armored warriors with HP 30 who took hits. Another thing to keep in mind is being at 0 HP doesn't mean you're dead. It just means you have to roll HT every round or fall unconscious. With HT 13, it's pretty reasonable to stay on your feet for 4-5 rounds after hitting 0 HP, and a lot of combats are over in 4 rounds. You don't even risk dying until you hit -1xHP, and I've seen hundreds of combats where a dozen or more combatants (on either side) fell unconscious but no one died. HT 14 is 40 CP, but that might be less than 1/6th your point budget - a lot of campaigns start at 250 CP or more, and HT 14 has a lot of use for a frontline warrior.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#16 |
Join Date: Sep 2019
Location: UK
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Don't the vampires have Injury Tolerance (Unliving), since VtM vampires have partial resistance to bullets due to not really having vital organs? (Possibly, I haven't got the GURPS VtM book, but I've got the actual VtM book).
Apparently, Injury Tolerance (Unliving) is pretty standard for undead creatures in GURPS (the example vampire build in Basic Set has it) and it divides piercing damage by 3, so those 26, 24 and 26 damage shots would turn into 8 damage each, not even quite at Reeling for a 13 HP character - Farmer John would have to do 39 damage with his rifle, which would need more than one shot with a 7d rifle, before Dracula Jr would even be making consciousness checks, so that looks more like a fair fight. It seems like, no, not usually, having 30 HP is usually considered an exotic trait only allowed for monsters or huge creatures rather than humans (though some tables might do that), and from the number of people that ask similar questions this is a big difference in tactics compared to D&D and some other games where it's about whittling down your opponent's HP and stronger characters usually have more HP - in GURPS, it's more about how often you get hit at all versus how often you can hit your opponent. It seems like, GURPS combats often involve the fighters dancing around each other for several turns before one of them manages to land a blow, but when they do, if they're both human-ish, it's probably serious.
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
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#17 |
Join Date: Sep 2019
Location: UK
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It seems like, you've got a point about a human in a tactical vest, though - as far as I can see, for a normal human 18 piercing (after subtracting 8 DR) means 18 piercing, so while not quite in death check territory they'd be unconscious pretty soon and the enemy could finish them off - the lesson there seems to be don't go into combats like that alone even with a tactical vest, if the other PCs are there they stand a chance of defeating the enemy before that happens and rescuing the unconscious PC.
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
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#18 | |
Join Date: Aug 2004
Location: Austin, TX
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Don't get shot in the chest by rifles unless you're wearing ceramic plate in your interceptor vest.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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#19 | |
Join Date: Aug 2014
Location: Snoopy's basement
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#20 | |
Join Date: Aug 2022
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That exactly is my point, this is a *GAME.* Ok, I spend six months designing a campaign setting, and all that. The players pour their hearts into characters and spend an hour generating them balancing them to their story well. We start playing. One hour in is the first combat encounter. "bang." Their character is dead. It's over. Well guys... it was a nice campaign. Anyone want to play something else? |
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Tags |
combat, defending, tactics, vtm |
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