08-03-2013, 11:54 AM | #21 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: How tough should creatures be?
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When it comes to predicting the future, its all guess work and extrapolation; once it became clear how the "Digital Age" was impacting the world, basically that became TL 8 instead of the impressive (but probably empty) promises of much popular science fiction. Remember also that from the modern vantage point, some technology can be of a TL but not available throughout; maybe cybernetics, space travel, or some other "Ultra Tech" area will still be TL8, but mid-to-late TL8 (where as we are living in "early" TL 8). Now, more on topic - really need more information on the "failed experiments". How monstrous are they? Do the ones with a head behave different than the ones without a head? Why will the headless ones attack at all? Do they have some sort of maw that allows them to eat the PCs, or do they wander around until they die of starvation and just instinctively throttle whatever they come across? How do the monsters react to each other? I ask because how you model them really matters. Just one headless goon, if he has some advanced sense of touch that allows it to detect movement in the air and "hone in" on the PCs, plus has Unkillable 1 (e.g. won't drop until it is dead) could be a good threat... especially if it is strong. If these monsters are just humans without body parts (including inexplicably living, headless humans) and otherwise unarmed while the one PC has a gun and sufficient ammo, the point of this encounter is to waste that ammo. ;-)
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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08-03-2013, 12:28 PM | #22 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: How tough should creatures be?
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08-03-2013, 12:47 PM | #23 |
Join Date: Nov 2009
Location: Oregon
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Re: How tough should creatures be?
It can matter even if you do use mooks. They can still have DR from gear or inherent abilities, giving the character with the heavier weapon a relative advantage - the toothpick isn't likely to even penetrate. You could also use somewhat tougher mooks that ignore any damage less than a Major Wound. This is especially appropriate for exotic or supernatural enemies that possess special damage resistance, but still aren't meant to be a huge threat to heroic PCs.
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08-03-2013, 02:07 PM | #24 | |||
Join Date: Jul 2008
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Re: How tough should creatures be?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-04-2013, 04:43 AM | #25 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: How tough should creatures be?
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~~~~~ With regard to the headless monsters: If you want them to be a combat threat, you can just give them Injury Tolerance (No Eyes, No Head, No Neck) [17] and say that they have all normal senses if you want. Or you can give them Disadvantages that restrict their senses as much as you want, or give them something additional like Vibration Sense (Air) [10] defined as sensitive body hair, or both. Any way you slice it, the Injury Tolerances will make them more difficult to defeat in hand-to-hand combat (they can't be choked out, eye-gouged, dropped with one good shot to the jaw, etc), but not that much more difficult in general, especially if some of the PCs have guns. ETA: I've got to quibble with the Hitman PC being an expert Brawler. Why? Fisticuffs are typically a pretty bad way to actually decisively kill people, which puts it a little out-of-bounds without further justification if killing people is your job. If anybody here is going to be a good Brawler, it's probably the knife-fighter, but even he's more likely to have Wrestling instead because of the synergy with knives. Last edited by Gold & Appel Inc; 08-04-2013 at 04:48 AM. |
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08-04-2013, 10:27 AM | #26 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: How tough should creatures be?
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08-04-2013, 10:29 AM | #27 |
Join Date: Sep 2004
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Re: How tough should creatures be?
I wouldn't say so especially since the Hitman probably served some time as simple hired muscle or legbreaker before moving up to hit man. The kind of guy who would probably have been called in to break a few legs before being called up to the major leagues and trusted with his first hit.
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08-04-2013, 10:54 AM | #28 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: How tough should creatures be?
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So the 1 point of damage from the rusty tooth pick, may cause them to have an infected wound in a few days. But the two-handed sworded will on average cause a major wound that will drop them that second. -Dan |
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08-04-2013, 02:42 PM | #29 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: How tough should creatures be?
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Take the scenario presented for this thread; these headless pseudo-zombies are probably not armed (unless the experimentation also granted them [un]natural, built-in weapons. Even if these guys are 1 HP wonders, Mr. Two-Handed Sword is taking them out where they can't reach him, while Mr. Dagger is coming into Close attack range. Otherwise, its either the GM's "fault" for not warning the players ahead of time that this was a cinematic game with cannon fodder NPCs to take out, or the player's fault for not listening.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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08-05-2013, 04:03 AM | #30 |
Join Date: Jul 2007
Location: One Mile Up
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Re: How tough should creatures be?
Pretty sure, yes. The OP asked a Narrativist / Gameist question, and you scolded him for not being the Simulationist he never claimed to be, which is not helpful. I'm saying this as somebody with strongly Simulationist tendencies myself, but also a belief in Wheaton's Law.
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encounter balance, gm advice |
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