jeffrywith1e
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Post by jeffrywith1e on Jun 28, 2015 8:43:08 GMT -8
So far, season 15 of Happy Jacks has had somewhat of a focus on the length of combat, primarily in D&D5E.
Not too experienced in GURPS yet, but from reading about the system- it would seem that with the 1 second rounds and all the possible detail in GURPS combat, wouldn't combat encounters in a GURPS campaign naturally run as long or longer? Why or why not?
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Nolinquisitor
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Next Project: BrigadeCon, RPGS 2 Your Science Fantasy Toolkit Supersetting
Posts: 162
Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
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Post by Nolinquisitor on Jun 29, 2015 7:38:52 GMT -8
It depends. If you are running a GURPS Japan with samurai iaijustu duels happening everywhere combats will be short. If you are running a GURPS Supers game with 750 points characters with DR 100 and tons of HPs, combats will be longer. Do you want your combat to be long? Do that. Take every decision as a GM to make that happen. Use cinematic optional rules, large amount of points, up the DR of all armors, give every major character Luck, allow rerolls with unspent points, etc. The GURPS experience is defined by its participants. This season is really about Stu not realizing that he really wants a GURPS Fantasy campaign. LOL
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Post by jonas on Jul 4, 2015 0:16:25 GMT -8
Even with all options and details you can put into a GURPS combat, you often only need one or two hits on your opponent to win.
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Post by malifer on Jul 4, 2015 6:20:28 GMT -8
In the dozen or so Gurps games I have played in, combats were quick. One steampunk game with lots of gunplay and horror game where monsters could quickly kick the hell out of the PCs.
My steampunk cowboy could take down guys in a shot or two and my normal guy was down in one hit from a big bad monster-y thing.
I think the longest fights would last only 30 mins with 5 PCs.
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Post by HourEleven on Jul 4, 2015 7:16:01 GMT -8
I agree, in general the combat is pretty darn fast in gurps. The main culprit is the fact that due to pain and exhaustion both sides become exponentially less capable. From the moment the first success attack lands, things will wrap up pretty fast.
Characters can postpone that downward cycle for quite awhile in prolonged fire fights if both sides are behind cover or are skilled fencers. But once the tide turns, it comes down fast.
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mrcj
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Post by mrcj on Aug 6, 2015 18:34:33 GMT -8
Guns speed up combat in GURPS no doubt.
I have been in some long encounters, heavy armor with high parries/blocks. But, once someone lands a hit, things can wrap up fast.
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Nolinquisitor
Journeyman Douchebag
Next Project: BrigadeCon, RPGS 2 Your Science Fantasy Toolkit Supersetting
Posts: 162
Preferred Game Systems: GURPS, M&M, 7th Sea, Cypher System
Currently Playing: Playing is for the weak.
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Favorite Species of Monkey: Dr. Zaius
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Post by Nolinquisitor on Sept 2, 2015 6:39:01 GMT -8
I used to run GURPS combat second by second, from A to Z, like everything was a matter of life and death each second, in a Pathfinder kind of way. I don't do that anymore. GURPS is not so much about combat like Pathfinder. You gain no unspent points or rewards for violence and characters can be dead before the end of a Turn.
The way I do it now is that I run a few rounds of combat (A to E), then add an action bit or breathing space or an event or something like an opportunity to gather, reposition, reflect on the situation, regroup, reload, then I run another batch of rounds (F to J). Rinse, repeat. I find it more interesting.
The trick is to pace the combat and wait for these slower moment. When you are proficient with that the players won't see a break in your description and the difference between your "Combat Mode" and "Description Mode" if that makes any sense.
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maxinstuff
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Post by maxinstuff on Sept 3, 2015 14:53:01 GMT -8
Yeah basically the rule in GURPS is if you want fast combat, just add guns. In that steampunk game malifer mentioned - I think the longest combat we had lasted a three or four rounds. Fantasy takes a bit longer because you have a lot more movement, if only because you have to close the distance to swing your pick. GURPS people know why it's a pick and not a sword
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G.I. Joe
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Post by G.I. Joe on Oct 15, 2015 13:18:20 GMT -8
Yeah basically the rule in GURPS is if you want fast combat, just add guns. In that steampunk game malifer mentioned - I think the longest combat we had lasted a three or four rounds. Fantasy takes a bit longer because you have a lot more movement, if only because you have to close the distance to swing your pick. GURPS people know why it's a pick and not a sword Swing Imp. But that's only helpful if you don't want to parry, and don't mind occasionally getting your primary weapon stuck in someone's head. Personally, I prefer fencing weapon to the eyes. Or quarterstaff to the throat, plus the +2 to parry!)
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maxinstuff
Supporter
Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
Favorite Species of Monkey: Proboscis
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Post by maxinstuff on Oct 15, 2015 13:21:03 GMT -8
Yeah basically the rule in GURPS is if you want fast combat, just add guns. In that steampunk game malifer mentioned - I think the longest combat we had lasted a three or four rounds. Fantasy takes a bit longer because you have a lot more movement, if only because you have to close the distance to swing your pick. GURPS people know why it's a pick and not a sword Swing Imp. But that's only helpful if you don't want to parry, and don't mind occasionally getting your primary weapon stuck in someone's head. Personally, I prefer fencing weapon to the eyes. Or quarterstaff to the throat, plus the +2 to parry!) I think it was Stu Venable who mentioned making a character once who was based around the war-pick. He had like 6 of them sheathed on his person. If one gets stuck, ready another!
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G.I. Joe
Journeyman Douchebag
Posts: 147
Preferred Game Systems: L5R, FATE, GURPS
Currently Playing: Isawa Miriko: Split soul made whole again... with memory issues. Homura (Formerly Isawa Kiyoi) - wandering fire Priestess; Girart - a GURPS low-tech combat monkey w/19ST
Currently Running: Fushigina Ronin (L5R 4th ed)
Favorite Species of Monkey: Winston
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Post by G.I. Joe on Oct 15, 2015 13:27:17 GMT -8
Swing Imp. But that's only helpful if you don't want to parry, and don't mind occasionally getting your primary weapon stuck in someone's head. Personally, I prefer fencing weapon to the eyes. Or quarterstaff to the throat, plus the +2 to parry!) I think it was Stu Venable who mentioned making a character once who was based around the war-pick. He had like 6 of them sheathed on his person. If one gets stuck, ready another! That's almost as funny as my friend's character in an upcoming GURPS fantasy game. He is a 9ft tall Konuan (basically a small giant or Norn from Guild Wars) who dual wields bladed shields. So he also gets the DB. Then he also has a spear for, as he puts it, "ranged combat." I told him that HE is a ranged attack....
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