06-08-2021, 04:44 PM | #11 | |
Join Date: Aug 2019
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Re: Further Discussion on Stun Grenades
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It's a quirk of GURPS, players are able to make decisions outside of time, and when actions do unfold, they really feel more like slow motion. Even with your IRL experience of 6 seconds, they can enter (1), aim (2), controlled vitals pair (3), drop gun on sling (free), Draw cigarette (4), Draw Lighter (5), Flick lighter open as a free action and light the cigarette up (6). Mission accomplished before the baddies were even half-way to sane. Best way to combat that is to use counter-assault tactics, rather than rely on beefiness of your bad guys. Bottom line, bad guys value their eyes and thus wear ballistic sunglasses (+5 to resist) and value their ears and thus wear Tactical Headsets (+5 to resist). Or they start listening in for the stack approaching and force them to roll stealth if they don't want to be counter-assaulted. Then it stops being a routine of stack, toss, shoot unmoving lads, a quick way for things to go boring.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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06-08-2021, 04:47 PM | #12 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Further Discussion on Stun Grenades
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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06-08-2021, 08:43 PM | #13 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: Further Discussion on Stun Grenades
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A flashbang have 3 effect :
Location would also count a lot, I think. There should be a huge difference between a flashbang detonating a few meter above a crowd in the outside, or a more powerful one point blank inside a room. Last edited by Celjabba; 06-08-2021 at 08:55 PM. |
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06-08-2021, 10:19 PM | #14 | |
Join Date: Aug 2019
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Re: Further Discussion on Stun Grenades
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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06-10-2021, 01:38 PM | #15 | |
Join Date: Oct 2008
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Re: Further Discussion on Stun Grenades
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In action if you want combat challenge to PCs you should likely use enemies with most of the combat abilities of the combat templates, but not the "special things" like luck. The templates have minimum HT of 11 and option to buy more HT and fit, so quite many of them have effective HT 12+ Also a basic soldier by Gurps Rules(soldier template in template toolkit 1) has a base HT 11 and 20 points to use on a list that includes both fit ant +1 or 2 HT, so quite many of them will have effective HT of 12 or higher. If effective HT is 12, you have a 16% chance/round to recover. That gives a 65% probability to have recovered by 6th roll and those who have 11 will have more than half.. Also it should be noted that in training we at least always used hearing protection. The hearing protection gives +5 according to HT, so at that point you are rolling against your HT... Any realistic modern enemies who are prepared for possible gunfire will have hearing protection and a considerable number of the non-realistic ones wear sunglasses even in dark.. :) |
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action, tactical shooting |
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