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#11 | |
Join Date: Mar 2006
Location: Iceland*
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Even with maximum Extra AP as well as the 'Mighty Warriors...' rule, Sir Michael, for example, will expend all his APs in a flurry lasting about five to six seconds. And part of his concept is being in the best shape possible for a human. Other PCs will last even less time in a combat where they are making 2-6 Active Defences per turn, not to mention making 2-5 attacks themselves, depending on whether they are Weapon Masters. Extending that up to ten seconds would be nice, if they are prepared to accept doing less damage and getting a penalty to their defences.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 01-30-2014 at 06:14 PM. |
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#12 | |
Join Date: Jan 2010
Location: Brighton
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IIRC from other threads your pc's are in the 800-1000 cp range (and judging from the TG with examples thread some scary stats commensurate with that)? So I'm guessing however that these guys don't really need to operate at full speed for more than a couple of seconds for fighting targets of less threat than them? I.e for mincing mooks which I'm guessing they do pretty handily, they can overwhelm them before AP becomes a factor, and even if they don't that will still enjoy an AP advantage large enough to win AP games against them as well. If its squaring off against each other than I guess it balances out, each having a flurry of activity followed by a respite (possibly with suitable dialogue). EDIT: actually on the walk to work I thought of another way, you could simply double the APs relevant skills give you, this wouldn't make much difference to those with relatively low skills, but will mean your chaps with high skills will be able to go for longer. Or if you have particular advantages that they enjoy (IIRC you have a warrior talent that you use) you could inflate the APs they give. Last edited by Tomsdad; 01-31-2014 at 05:05 AM. |
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#13 | ||||||
Join Date: Mar 2006
Location: Iceland*
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Adding these rules to an ongoing campaign also causes odd results in that at least one PCs has 'maximum human fitness' as part of his concept and his extra FP and Very Fit don't help him much under AP rules. If I give every PC equal points to buy APs, it alters the descriptions and concepts of Sir Mickey, Murlak, Ankhapet, etc. I gave Mickey's enough points to buy maximum AP for his HT and I figure I'll do the same for Ankhapet, who is a warrior type as well, if not with as high HT. Murlak will get something else shiny to make up for it, probably the last level of the Smooth Operator Talent. Abadas will get more ER. Rasul Khamsin Mubtasim, who is a supernatural-power-using martial artist, will need figuring out. I don't want him to have more APs than Mickey, because in a non-powered fight, Mickey ought to have more endurance, but I do want him to be able to Flying Leap, run and jump over the battlefield for more than two seconds. I wonder if Perks or other Advantages to reduce the AP cost of specific moves are valid? So that he can accelerate, Power Blow or Flying Leap more cheaply than Mickey could, but spend the same on making attacks and defences? Quote:
If that gear were bought with points, I expect they might reach 1500 points. Quote:
Of course, I expect that will draw heavily on their FP reserves, as well as APs, and I will have to adjust the rules (or at least the Cost) for Healing Potions and Potions of Endurance, which they'd use in such cases. Quote:
What I want to avoid is having every attack and defence take the same effort, regardless of whether you are defending against an attack you can counter with minimal worries or an exceptionally fast and dangerous one, or whether you attack at full power or make probing jabs. If necessary for balance, I could make the penalties for Pacing Attack and Pacing [Defence] more severe. I just want the option of making attacks and defences with less effort at the price of having them be less effective. It should be more tiring to cut your way through the Pharoah's elite guard than it is to cut your way through an undisciplined rabble of orc tribesmen. If you don't have to operate at full power and speed to overcome your foes, it shouldn't tire you out equally fast. Quote:
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 01-31-2014 at 04:34 AM. |
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#14 | ||||||||
Join Date: Jan 2010
Location: Brighton
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The overall effect you seem to want here is that as martial artist you want him to be able to pull of such energetic moves that are inherent to his fighting style without falling behind those who's fighting styles are less reliant on jumping and zipping about. Thing is you yourself have said he's a supernatural martial artist, I think the best way to allow him to do this is to give him a 'supernatural' amount of APs even if it's only for doing supernatural things. Quote:
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AP's really are just about how long you give your self to do something *Or hell even 10 minutes would still give them an average of six rounds per soldier, which from what I remember from the stats should be enough for a second's rest once in a while! Quote:
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One way you could go is spit the extra AP so that its not all extra per flurry, but just extra AP for certain things, that are recovered as normal for AP (although again how many flurries you have will effect their comparative value) Last edited by Tomsdad; 01-31-2014 at 06:07 AM. |
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#15 | |||||||
Join Date: Mar 2006
Location: Iceland*
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I could make AP cost per manuever, not attack, but that has the problem of granularity again, in that it doesn't encourage pacing your attacks instead of always maxing out on them. Quote:
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Techniques, Perks or Advantages that change the relative cost of movement and attacks seem to me to be the best way of doing that. I'm giving Rasul a small Energy Reserve for his FP-powered chi-skills, but that still leaves the problem that moving his full Move in a fight will consume 8 APs. And buying APs to allow him to do that several times in a fight is insanely expensive, not to mention that it will allow him to tire out anyone else in a wrestle, boxing match, fencing match or anything else he could do. There has to be some fair price for a reduction in the AP cost of specific actions, but not others. Quote:
But it will still do that if the PCs can last 10-15 seconds by pacing themselves instead of 4-6 if they don't. Indeed, having to choose between maximum effectiveness and longer periods where they can perform at all is one of the things I want the system to force on them. Quote:
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But there are plenty of duels, short skirmishes and even unarmed less-than-lethal brawls, too. *Of whom you engage only the high-value targets or those in critical areas of the battlefield, but if you stand around taking a breather, you are overwhelmed by lesser foes.
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#16 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Even getting past the point levels your characters are operating at and then enforcing "normal human maximum" on them (that's pretty self-contradictory given GURPS' assumptions), what you want is tactical choice, so you need to put something out there.
The harsh version would be something like "for -8 to -10 to attack, and -4 or -5 to Parry, you may reduce the AP cost of an action by 1. This can bring the AP cost of an action to zero. You may never recover AP on the same turn you do an action that would have spent them, you just don't lose the AP." Less harsh would be lower penalties, obviously. And don't knock the tactical choice involved in a Margin of Success argument either. Starting at Skill-26, your minimum margin of success is 10, maximum is 23. If you are looking at reducing AP cost by 1 if you succeed by (say) 10 or more on an attack, and 5+ on a defense, you're constraining tactical choices by dint of "how much awesome can I pile on this attack?" If you target the neck (-5) for a -6 deceptive attack, you will be rolling vs 15, crit on 5, but your typical margin will be 5, which depending on your threshold, will likely cost you AP to execute this. If you just swing for the torso, your typical margin will be 10 even with the -6, and you will almost certainly NOT spend AP on it.
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#17 | |||||||||
Join Date: Jan 2010
Location: Brighton
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However what's quite fun is that those chaps also have an incentive to fight defensively in order to increase their chance of individually surviving the fight long enough of the uber fighter to tire himself out. Quote:
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The idea behind my suggestion was that combat choices that are more likely to get you many MOS are by definition going to be conservative choices, and IMO such conservative choices are good candidates for justifying reduced AP costs. The more experienced/able fighter has more leeway to choose to fight conservatively against a less experienced one and still fight effectively, whereas the less experienced lacking that advantage has such options removed. i.e its another way to leverage superiority. But yes I agree working out some kind of AP/mod exchange rate would be very direct way to do it. (but again i'd be wary of system that could allow characters to reliably remove themselves from the issue). Quote:
Hmm, I'll be honest, if your combats are lasting hundreds of rounds, I'm just not sure a system that tracks AP per round is going fit (or even add much to the overall ebb and flow) again the scale you're operating on seems mismatched to the AP system as it current stands. Where I think you might have scope is the duels where the frame of reference is going to presumably similar, and thus the fine grained nature of the extra detail the AP system gives will be more noticeable. Last edited by Tomsdad; 01-31-2014 at 08:29 AM. |
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#18 | ||
Join Date: Mar 2006
Location: Iceland*
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Or, for example, with Move, a levelled Perk or Advantage which grants the benefit that you can accelerate up to twice as fast for the same AP cost. Basically, I want to be able to spend points and/or attack or defend at reduced effectiveness to reduce, but not remove, the rate at which APs deplete. *And maybe 1/3, for an even more severe penalty.
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#19 | |||
Join Date: Mar 2006
Location: Iceland*
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Assuming that I don't want to reduce the cost down to 0, but only make it possible to make multiple attacks and defences in a turn for a reduced cost, what would you rate as a fair modifier? Quote:
I'd rather convert the attack penalty of a Technique (or at least a large part of it) to a damage penalty, so that attacks which expend APs at a reduced rate also inflict much lower damage. That seems more intuitively 'right', as well as fitting fictional portrayals of efficient, cooly competent killers.
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#20 | |
Join Date: Jan 2010
Location: Brighton
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Ultimately though you are value adding to the advantages they already have over lesser fighters. That's not a bad thing, but FWIW I think your pushing the envelope of human maximum even further by doing so. But that's not a bad thing either in abstract. |
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Tags |
abstract tactics, last gasp, tactics |
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