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Join Date: Aug 2013
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So, I am new to GURPS and was interested in messing around with sample combat with my son. We first did not roll, just used the combat example of “Melee 2” from - Using www.themook.net’s combat example (the basic version) as a starting point. Then we said, OK, let’s just do this as a sample, let’s see how it works. Hilarity ensues as Arthur is either killed or is almost dead in two seconds. But that raises some questions. Here’s the description of the combat plus the questions.
Round 1: Zach readies his mace, Arthur readies his broadsword Round 2: Zach (ST12, DX12, Axe/Mace-16, 2d+1 cr) is fighting Arthur (ST12, HT12, Leather Armor, no helmet, Dodge-8, Parry-11, Broadsword-14), who is 2 yards away. Zach has a higher speed, so he goes first, decides to move and attack (-4 to hit), random hit location (B400).[Q1] He rolls a 7 against a net skill of 12. That’s a possible hit. Arthur decides to parry rather than dodge. He rolls a 15; he does not parry. Zach rolls to determine hit location, rolls a 4 (skull!). This is bad; Arthur has no helmet. Zach rolls damage (2d+1 crushing), and rolls two 6s—13 basic damage (max), and presumably[Q2] Arthur also suffers knockback of one yard (B378, 1 yd for every multiple of basic damage of ST -2, so 10 for Arthur). Since Arthur’s DR on his unprotected skull is only 2 (B399), the blow does 11 penetrating damage, but…against the skull, there is a 4x multiplier (B399), so that’s 44 hp of injury! Two things: Arthur has just suffered a major wound (B420), which requires a HT roll to avoid knockdown and stunning. However, Arthur had 12 HP, but is now down to -32, which is almost -3xHP. I assume that before resolving the knockdown and stunning, he first[Q3] has to roll immediately against HT or die (B419). As I understand it, various possibilities exist here: 1. Arthur rolls a 15. He’s dead. Sorry, bud. You lasted about 1 second in your first combat, enough time to ready your broadsword. 2. Arthur rolls a 13 or 14. He has a mortal wound (B423). He is incapacitated and may very well die, but not immediately. 3. Arthur rolls an 11, so he does not immediately die. He then (?) rolls v. HT to avoid being knocked down and stunned (B419). Blows to the head require a roll against HT with a 10 modifier because it’s the skull (B420). He is rolling against a net -2. a. Arthur rolls anything other than a 3 or 4. He’s knocked down and stunned. Presumably in this specific situation, he is also unconscious, having failed by 5 or more, because he can only succeed on a critical success [Q4]. b. Arthur rolls a 3 or a 4. He’s neither knocked down nor stunned, but he’s messed up. At the beginning of his turn, Arthur needs to roll against unconsciousness at HT-2 (-1 for every full multiple below 0, B419). He thus needs to roll a 10 or better to stay conscious. He’s also suffering from shock. Questions: [Q1]: Do you roll for the random hit location before the defense, or after? I think I screwed Arthur’s player here, because if he knew it was the skull, perhaps he would have parried and retreated, possibly adding feverish defense, etc. So I’m guessing I should have rolled before the defense, yes? [Q2]:Is knockback applied here, and is it applied first? I assume so for the former; I guess it doesn’t matter when it is applied for the latter—or does it? Perhaps in strange situations (knockback into a pool of acid?) [Q3]: Which takes precedence—the roll v. death for going more than -1xHP, or the roll for the stunning/knockdown? [Q4]: Correct on the unconsciousness here? Thanks. If anything, I guess this confirms that GURPS combat can be extremely lethal. Last edited by InexplicableVic; 01-26-2014 at 11:22 AM. Reason: "edited" to include thread subscription/no text edit |
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| Tags |
| combat, death, gurps 4e, newbie, unconscious |
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