06-02-2024, 02:38 PM | #11 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Teleporters
Delving band composition wise, I think having a swashbuckler, martial artist, or thief to act as a melee bodyguard for a scout or other ranged attacker when the attacker is away from the group makes a lot of sense. Not every bunch of delvers has that luxury, but it is definitely subpar tactics for just about any delver to separate themselves from the rest of the group. As was demonstrated by your experience.
Your group has a fast martial artist, so bring him along the next time you go off by yourself to snipe or whatever. Alternately, spellcasters have a lot of options for summonable bodyguards: the Summon element spells, Create Warrior for illusions, or just conjurable/summonable Allies. Invest points in one of those and you can go off by yourself without needing to convince another player to potentially do nothing for a bit in order to back your scheme. A lot of summonable bodyguards have average or worse Perception, but it's not like a Martial Artist is particularly good at spotting an ambush. You really just want someone/something to provide cover for your back, and even a 125 point minor elemental is sufficient for that.
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06-03-2024, 05:50 AM | #12 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Teleporters
While that is tactically sound, it runs against what at least in my group is the prevailing "need to hit an enemy every round." Staying back to guard the squishies is boring.
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06-04-2024, 08:52 PM | #13 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Teleporters
I understand that, and that's why I suggested using magically conjured allies.
Though when a scout or thief is doing reconnaissance, it's actually giving two PCs something to do for a scene instead of just one if another PC tags along.
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06-05-2024, 12:19 PM | #14 | ||||
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Teleporters
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I do realize that many gaming groups have that one edgelord "dark stalker" type who has to play Batman, but I don't feel obligated to respect that as a roleplaying choice, because in my opinion, this . . . "I'm running what amounts to a special-ops game where a well-oiled combat detachment faces dangerous and more numerous foes deep in enemy territory, cut off from supply lines.". . . is an issue is at the gaming table, not in the game world. Dungeon-crawl fantasy is fantasy LRRP, not fantasy Batman. Yes, I know: "Well, that's just, like, your opinion, man." I'd class that as "Play stupid games, win stupid prizes!" I've had a couple of players who thought like that and who broke formation to go coup-counting over the objections of their teammates. When they were inevitably surrounded and beaten to multiple HT rolls to avoid death, their teammates did not prioritize their rescue. They took the stance, "Well, if we're all still alive at the end despite that idiot's move, we'll go see if the idiot is still breathing and heal them." One time, the player of a wizard who could maintain Body of Air for free asked me if they could cast it on the unconscious idiot and use Shape Air to store them in a bottle for the rest of the adventure . . .
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06-05-2024, 01:24 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Teleporters
Dungeon crawl fantasy is neither one. Dungeon crawls are fundamentally cinematic, rational people neither design dungeons nor go crawling through them, but the genre isn't superhero.
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07-06-2024, 07:08 PM | #16 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Teleporters
My players of 400 pt PCs would say otherwise.
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