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#51 |
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Join Date: Jun 2006
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Part of the problem is the one all GURPS combat has, because of expectations from other games, D&D mostly, that targets are [supposed] to be able to take multiple hits without it having much effect.
That's not how weapons work. A weapon that you can score a solid hit on a target and it [not] badly injure it is a failure as a weapon. If good quality ordinary weapons in your game don't kill unarmored people in a single blow pretty reliably, or take more than a handful of hits to put even the greatest hero ever in the best quality armor at some real risk, they are unrealistically ineffective. GURPS actually makes death a good deal less likely than reality by giving you a wide range of potentially disabling blows (due to unconsciousness at 0 HP) that don't actually kill you (either because you aren't at -HP yet, or make the death checks). Attritional style fights in GURPS tend to end up with everybody at substantially negative hp, successfully rolling against their insanely high HT (plus Hard to [] traits) every turn to stay in the fight. And yeah, that does mean occasionally bad rolls can mean even a fairly weak foe can kill a combat monster. That's how things go in reality, and is the reason why people tell you Luck (or something similar like Impulse Buys) is a critical advantage for cinematic combatants.
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-- MA Lloyd |
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#52 |
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Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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<Moderator>
A reminder to keep things civil. Insulting and adversarial tones and statements do nothing to improve the game, and can harm it in the view of new players. Thank you. </Moderator>
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MIB #1457 |
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