01-13-2009, 09:29 AM | #41 | |
Join Date: Sep 2004
Location: Medford, MA
|
Re: Extra-effort in combat, too cheap?
Quote:
The last campaign I ran was a Traveller:ISW game. The players started out with 150pts. They Ended with 180. Here are the relevant stats for the 5 players: Engineer: ST 10, HT 10. Dodge 8. Lt. Encumbrance. Brawling/Knife 11. Guns 13. Comms: ST 12, HT 10. Dodge 8. Brawling 11. Guns 11. Doctor: ST 9, HT 10. Dodge 6. Med. Encumbrance. Guns 12. Merchant: ST 10, HT 11. Dodge 7. Lt. Encumbrance. Brawling 10. Guns 11. Pilot: ST 12, HT 11. Dodge 9. Brawling 15, Guns 13. The encumbrance came from wearing their Vacc Suits and carrying their weapons. This team has generally 7 FP to use in any given fight (generally less...they were often fatigued from staying up late). That isn't a lot of FP. Considering they don't do a lot of Hand to Hand damage, they often want to go for Mighty Blows...and they usually want feverish defense. There is usually more than one person fighting them. They often have a habit of getting into fights with people who are bigger than they are and better fighters. They have to madly wear themselves out in order to not get pounded. They usually end the fights exhausted and injured. Works for my gritty games quite well. |
|
01-13-2009, 10:05 AM | #42 | |||||
Join Date: Sep 2004
Location: Torino, Italy
|
Re: Extra-effort in combat, too cheap?
Quote:
Since "a few seconds" can easily take 2-3 hours to game using GURPS tactical combat, I am ok with "fast fights". If I ever wanted fights to last more (in game time) I would declare "ok, now each GURPS turn lasts 2 seconds", rather than actually rolling dice twice as more and spending the whole evening just for a single fight. That would be EXTREME simulationism. Quote:
Quote:
The point is: defence should be overcome BEFORE the player gets bored, not "in the end". Quote:
GURPS tactical combat is very well done and interesting but it isn't CHESS - it's supposed to be just a part of a larger (roleplaying) game. Quote:
In a real battle, people fear for their lives, don't have time to think and often make choices that aren't performing or effective, or are effective at self-preserving but not very adventurous ("I will wait here, all-out defending, hoping that nobody notices me") In a GURPS battle, players have time to think, see the whole battleground easily, can calculate their odds in advance, and try to do the best possible move, every second. There is NO WAY than a detailed system like GURPS can actually simulate a real battle so well... if you try to re-enact a GURPS fight in real time and film it, the result will be weird and/or physically impossible. AFAIK the only way to recreate a realistic-looking, believable fight in a RPG is to use an abstract, narrativist system and forget about details, exact positioning and so on; this way you might get a believable description of a realistic fight. Even the most realistic real-time videogames create fights that, however compelling, believable, etc., aren't "realistic" at all if you look at them from the outside...
__________________
|
|||||
01-13-2009, 10:17 AM | #43 | |
Join Date: Aug 2004
Location: Austin, TX
|
Re: Extra-effort in combat, too cheap?
Quote:
Even so, the hirelings are useful, because the delvers have a semi-secure base camp, replacement supplies that are only a few hours away instead of a week or more, and extra load bearers to carry loot back. Having someone else carry the 100 lbs of coin makes surviving any ambushes on the road home a lot easier. |
|
01-13-2009, 10:23 AM | #44 | |||||
Join Date: Mar 2006
Location: Iceland*
|
Re: Extra-effort in combat, too cheap?
Quote:
In my personal experience, rolling dice takes a trivial amount of time. Two or three hours of real time is hundreds of turns, not a couple of them. Quote:
Quote:
Quote:
In any case, if a player is ever bored with how long it's taking, he could take a risk that will either end the fight in his favour right away or not. All-Out Feint and Attack or something similar. Quote:
Frighting events call for Fright checks. Taking extreme risks calls for Will checks. NPCs, at least, will use non-adventurous and calculated tactics designed to prolong their lives. PCs that do not will have to be that much luckier or heroically powerful to avoid dying. As for time to think, I think that you'd find battles taking much less time if you stopped allowing people to take long periods of time to decide on their tactics. If someone is unsure, declare that his character is taking Do Nothing (or if you're kind, All-Out Defence or Evaluate) manouvres until he makes up his mind. I often run large combats where all participants are drinking shots and the pace tends to be several turns per minute. Complex actions sometimes take more, but then again, some long actions take minutes ('our squad will fall back under cover of shields and wait until the platoon from the dragoons if alongside them'). Due to the booze and stirring music, all players tend to be willing to make decisions that are less than considered and that's the way we like it. They'll try their best to use good tactics, but nobody's perfect. And some PCs have Overconfidence. ;)
__________________
Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 01-13-2009 at 10:27 AM. |
|||||
01-13-2009, 10:35 AM | #45 | |
Join Date: Sep 2004
Location: Medford, MA
|
Re: Extra-effort in combat, too cheap?
Quote:
What I like about the idea is that is also helps define the character a bit. If things are confusing and battle is raging and your character acts on instinct...what is that instinct? To attack the nearest enemy? To evaluate? To All-Out Attack? All-Out defend? I think I'll probably have them come up with a default for melee and a default for ranged. This sort of thing does speed up combat quite a lot. And then also, having people learn the rules. Last edited by trooper6; 01-13-2009 at 10:43 AM. |
|
01-13-2009, 10:49 AM | #46 | |
Join Date: Sep 2004
Location: Canada
|
Re: Extra-effort in combat, too cheap?
Quote:
Even if the GM doesn't impose this as a rule, I strongly encourage players to do this voluntarily. Maximizing YOUR combat numbers at the expense of boring your fellow players to tears is kind of rude.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
|
01-13-2009, 11:20 AM | #47 | |
Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
|
Re: Extra-effort in combat, too cheap?
Quote:
__________________
-safe from the children born as ghosts |
|
01-13-2009, 12:24 PM | #48 | |
Join Date: Sep 2006
Location: Seoul, Korea
|
Re: Extra-effort in combat, too cheap?
Quote:
|
|
01-13-2009, 12:26 PM | #49 | |
Join Date: Mar 2006
Location: Iceland*
|
Re: Extra-effort in combat, too cheap?
Quote:
Shock doesn't affect defences and only persists for one turn. Of course, I feel neither is particularly realistic and so treat it differently in my campaigns, but that's another issue.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
|
01-13-2009, 12:34 PM | #50 | |
Join Date: Sep 2006
Location: Seoul, Korea
|
Re: Extra-effort in combat, too cheap?
Quote:
|
|
Tags |
extra effort |
|
|