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Post by ironnikki on Jun 27, 2012 8:43:46 GMT -8
I'm a newbie to GURPS, but am enjoying my experiences so far. I started playing in a GURPS Fantasy game last year, and managed to find copies of the 4th ed core books and start reading up on it. I was surprised to find that our GM had been omitting some of the rules concerning combat. The game was not combat oriented at all; we only had two fights over the course of six months It's possible that he simply didn't know all of the combat rules, but after thinking about it, I think that it would have detracted from our game if he had included all of them.
Which rules do you GURPS regulars typically decide to ignore? In our game, we didn't use the rules for shock, we didn't use wounding modifiers, and moving and attacking in the same turn didn't impose a penalty. There were probably some other rules omitted that I've forgotten, but these are the big ones that spring to mind.
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Post by inflatus on Jun 27, 2012 10:31:01 GMT -8
For non combat rules, I almost always ignore encumbrance, general gear and food. I have the players buy weapons, armor and whatever "they" want to use. So if they decide to buy a first aid kit to get a +1 to the skill then I let them.
In combat I only use the rules the players want to use. If they want to go balls to the wall using advance combat I will roll out the battle mat and minis and go to town. If they want a more descriptive combat with roll to hit and defend then I will do that. It has been my experience that players enjoy combat better if they have a say in the way it is handled. GURPS is a system that allows me to give the players what they want to tell their story.
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Post by Stu Venable on Jun 27, 2012 10:37:11 GMT -8
The shock rules are pretty harsh, so I generally let people know if I'm going to use them or not (so people know whether it's worth it to buy high pain threshold). I often leave them out of con games too.
It very much changes the flavor of the game, and it often makes it so that the guy who lands the first blow wins the fight.
I'm generally not very strict with the movement/attack rules either.
The disadvantage Control Roll is one thing I find almost never using, but this is generally due to the fact that the players normally find it more interesting and fun to just go with their disads.
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jebnotjib
Initiate Douchebag
Posts: 30
Preferred Game Systems: GURPS, baby!
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Post by jebnotjib on Jun 27, 2012 13:28:08 GMT -8
This is an experienced GURPS GM talking, but in combat I typically ignore any rule I can't remember off the top of my head. I hate to bog down an exciting fight by flipping thru a rulebook . See if you can get hold of the GUPRS GM screen--it has most of the important combat modifiers right on it, so there's no page-turning.
On the other hand, that's how you learn a new system is by looking up the rule when a question arises. Do that a few times and you'll soon remember which rules make sense in a given situation.
I like to make rulings on the fly, then go back after the session and look up the rules, then let my players know what I found. If I really dicked them over with a call, I may cut them a break for it, or even reverse my decision.
None of this is very specific, is it? Okay, I tend to ignore the rules for minifigs and hex maps, because I seldom use those things. I rely on description and rough distances rather than how many inches a character can move. I don't particularly like the "NPC Reaction" tables, or the Fright Check table. I also use bennies, playing cards for initiative, and very general skill descriptions....
Oh, shit, that's Savage Worlds. Sorry.
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Post by Stu Venable on Jun 27, 2012 14:19:54 GMT -8
[glow=red,2,300]in combat I typically ignore any rule I can't remember off the top of my head.[/glow]
This should be a golden rule for any system.
And what you describe is exactly how I learned GURPS when I first started.
My first GURPS combat ever, one player tried a flying tackle against a guy in a tavern. Having not read the grapple rules, I just made it a quick contest of DEX. He rolled well, so I told him his foe was stunned. Then I looked it up that night.
During the first two years of that campaign, I would often show up, saying, "hey guys, I just realized that you get negs to your Dex and IQ for damage on your next turn -- unless you have high pain threshold!"
Everyone would moan. We'd use the rule. They'd hate it -- until it started affecting the bad guys, then they wouldn't mind it.
It's nice to have that level of detail when you want it.
Since I'm prepping a GUPRS Fantasy game, I'm remembering how much I like the system.
It's like putting on a comfortable set of slippers.
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Post by mook on Jun 28, 2012 9:28:53 GMT -8
This is an experienced GURPS GM talking, but in combat I typically ignore any rule I can't remember off the top of my head. This should be a golden rule for any system. A thousand times, yes. It's nice to have that level of detail when you want it. Since I'm prepping a GUPRS Fantasy game, I'm remembering how much I like the system. It's like putting on a comfortable set of slippers. Seconded, with great enthusiasm. I also just started a GURPS Fantasy game in the Forgotten Realms. It has been way too long since I've played anything not modern-day or future! Slippers, indeed.
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Post by ironnikki on Jul 6, 2012 6:37:37 GMT -8
Thanks for the responses, guys. I was a little relieved to hear that shock rules weren't integral to combat, since they felt kind of harsh to me. Perhaps I'll use them in games where combat is meant to be a last resort.
Another newbie GM question, and one that I'm sure you've answered time and time again, but how do you balance combats? I realize that point values can be meaningless, given the amount of advantages and skills that won't see use in combat, so I've been keeping damage and skills at similar levels to the characters. This becomes a bit tricky when planning an encounter with a single, large enemy. I'm more used to the attrition of d20 combat, so my gut instinct is to jack up the monster's HP, but that doesn't feel quite right. Instead I've increased it's defenses and DR a bit. Do you have a golden rule, or perhaps a silver guideline, for statting out beasts that should provide a challenge, but won't wipe the party?
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Post by Stu Venable on Jul 6, 2012 8:19:00 GMT -8
Except for the year that I GM'd DnD4E, I have never worried about balancing combat encounters.
The force the party will meet is determined by the story and what "makes sense."
If it makes sense for the back entrance to the castle to have 2 armed guards, then that's what there will be. If the party overpowers them, but one gets to scream before he's out, then the party might be met in the entryway by a dozen or so guards (some of whom might not be armed or armored) and maybe some household staff with brooms.
I don't worry about making a scenario balanced. I try to make it consistent with the story and common sense.
Five bandits on a lonely road are unlikely to go up against 5 armed travelers (especially if one looks to be a mage). They're going to wait for a dolt who's travelling by himself.
That said, there are some ways you can subtly influence the outcome of an encounter:
1. Don't let weapons skills get too high. The higher the weapon skill, the higher the parries. High parries = long combats.
2. Remember that your NPCs have a choice of actions just like the PCs. If the encounter is turning out to be a cakewalk for the party, have the NPCs call shots. That raises the stakes of the fight. Have 'em aim for the head. Their chance to hit goes way down, but if they connect, the PC's down. You'll suddenly see players taking all-out defense.
With making monsters, the most critical balancing stat is DR. Know what kind of damage your PCs deal and set the DR accordingly. This is especially true in fantasy games with archers and knife fighters. It's very easy to render both damn near useless in combat.
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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.
Currently Running: Cypher System, D&D 5E + Freeport
Favorite Species of Monkey: Dr. Zaius
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Post by Nolinquisitor on Jul 12, 2012 13:06:33 GMT -8
I agree with Stu here. Don't try to "balance" the combat, but try to "simulate" a combat. If the bad guys are supposed to go down like minions, give them low HP, combat skills and/or no defense. If you want a gritty combat... then match their ability and force your player to use their wits... or let them suffer consequences. If you want to simulate an heroic reality, check the Cinematic Rules options. In no time you'll be able to challenge your players the way you want it.
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Post by ironnikki on Jul 13, 2012 7:06:55 GMT -8
Thanks again for the tips. I think that we'll probably see our first combat this Saturday, so we'll see just how much of a learning experience it will be (both for me and the players!)
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