01-10-2009, 05:23 AM | #21 | |
Join Date: Sep 2004
Location: Torino, Italy
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Re: Extra-effort in combat, too cheap?
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01-10-2009, 05:45 AM | #23 | |||||||
Join Date: Sep 2004
Location: Torino, Italy
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Re: Extra-effort in combat, too cheap?
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That's why I wish that fatigue rules were harsher. With current rules it's not that easy to lose significant amounts of FP due to sprinting, movement, swimming. So even if you DO track fatigue expenditures, you'll need LOTS of fatiguing activities before the PCs become 'tired'. If fatigue expenditures were harsher and/or less 'granular', they would be both easier to track and more significant for players and GM. Quote:
1) to lose 4 FP, the PCs would need to be at Heavy encumbrance. Heavy encumbrance PCs are exceedingly rare; you need to be a ultra-rich warrior to afford enough armor to get heavy encumbrance. 2) Hiking is the single activity who causes significant fatigue losses according to GURPS RAW. 3) According to B426, "If the party enters combat while on the march, assume they’ve been walking for an hour, unless events dictate otherwise, and assess fatigue accordingly". So usually the PCs will be at FP 8/12 if attacked during a march. 4) Most of the time, the PCs will have some form of transportation; even if they lack mounts, they can easily buy a Mule (or hire a servant with a cart) to carry most of their stuff, so they will probably be at none to medium encumbrance when hiking. Quote:
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About lack of sleep: if you stay up late, you lose 1 FP, plus 1 FP per 4 extra hours. So you can stay awake for 36 hours before you lose half FP due to missed sleep. Quote:
As you said, "The thing about any set of rpg rules is that they assume you use them all together." ;-) Quote:
Of course the situation will be VERY dire if PCs will have to march for hours carrying a heavy load, and they will miss sleep, and they don't have enough food, and they have a couple of 10+ seconds fights, and they can't win those fights and they have to flee away from outnumbering foes and during this whole process they can never rest. In this case, I agree with you that Fatigue expenditures will be significant and PCs will rarely resort to Extra Effort in combat. But I'd argue this is not a typical adventuring session - usually PCs have to face some adversities, not ALL POSSIBLE ADVERSITIES at once... you are assuming a quite extreme situation to prove your point. Quote:
Simply because, if the party is always tired (half FP or less), it will be easier to use Extra Effort than to cast those expensive spells. In other words, the relative usefulness of Ex.Effort and spells will be the same, or possibly Extra Effort, being cheaper, will be even more effective.
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Last edited by Lupo; 01-10-2009 at 05:52 AM. |
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01-10-2009, 06:31 AM | #24 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Extra-effort in combat, too cheap?
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Consider also that NPCs don't like to die and whenever it is tactically appropriate they should Retreat, use Feverish Defence (what's good for the goose is good for the gander), seek cover and/or move out of melee range. Unless the PCs are exceedingly lucky, they should rarely be able to defeat the OpFor in one attack per foe. Even skill 12 foes can get to Active Defence rolls of 15+ with relatively ease as long as they use the options above.
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01-10-2009, 06:33 AM | #25 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Extra-effort in combat, too cheap?
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Shield, for example, can often be maintained for free.
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01-10-2009, 06:35 AM | #26 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Extra-effort in combat, too cheap?
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01-10-2009, 09:21 AM | #27 | ||
Join Date: Sep 2004
Location: Torino, Italy
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Re: Extra-effort in combat, too cheap?
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Probably Grace's cost can be reduced because it's 4 for each +1 - so it's unlikely that a wizard will be able to maintain it for free. Quote:
Martial Arts itself states (p131( that if the GM let every NPC to use it, fights may last forever, and suggests to allow only a few characters to use Feverish Defense. From a "balance/realism" perspective it might be a good thing, but from a "playability" perspective it will be terribly boring if each and every mook defends at 13+ (feverish, retreating dodge).
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01-10-2009, 09:32 AM | #28 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Extra-effort in combat, too cheap?
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In practice, this means that combats aren't over in a few seconds, no, but neither do they stretch out 'forever'. PCs know that flanking, Deceptive Attacks and Feints will lower those defences and so they choose other tactics than simply a basic attack every time.
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01-10-2009, 10:02 AM | #29 | |
Join Date: Apr 2006
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Re: Extra-effort in combat, too cheap?
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01-10-2009, 12:16 PM | #30 | |||||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Extra-effort in combat, too cheap?
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It's easy to reach 40-50 lbs. with your share of the group's basics, climbing gear, food, packs, rope, tents, water, etc., for about $200. Tack on even leather armor, a small shield, and a weapon (about $700-$800 and 30 lbs.), and a ST 10-11 man is at Heavy encumbrance. Improve that to mail and/or a medium shield, and even a ST 12-13 man is at Heavy. Quote:
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To apply my list to the battle vs. the undead I described earlier: The battle took place in a bottleneck where the PCs couldn't easily circle or retreat; was an ambush that gave the PCs no time to drop packs; involved three waves of attackers, two of which were able to rush and surround the PCs and one of which was a swarm that couldn't be dissipated fast enough to avoid some harm; and lasted a total of 15 seconds. That's typical of violence in my games, not some weird exception.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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