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Minor GLAIVE for 3e update

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I've made a very minor update of the GLAIVE system for detailed low-tech weapon design, to v2.1. It's a minor clean-up of writing, including friendlier compatibility with GURPS 4e. The end product is still GLAIVE for 3e, not 4e, but with the minor changes noted should play nicely with 4e. (Sorry for not being more ambitious, but I say there's no sense in undertaking a full reworking for 4e until we see what the coming GURPS Low-Tech will bring to the weapon design arena!)

[EDIT: Oops, title should be "...GLAIVE for 3e...", not "...4e...". Fixed.)

Distance and defense: Tiny tweak for GURPS combat

Combat at ranges

Here's a minor, yet-untested melee idea that came up during chatter over some GURPS combat scenarios:

Closing a distance gap to attack gives the defender more time to react than starting out close enough to strike. Game that with this simple rule:

  • If the attacker needs to Step or Move to get within striking Reach, the defender gains +2 on Active Defense.
  • If the attacker begins his turn within striking Reach (even if he chooses to Step or Move anyway), there is no mod to Active Defense.
  • If the attacker begins his turn and strikes in close combat, the defender takes -2 on Active Defense. 

The first case represents having to first move to get within striking distance, handing the defender extra time (as well as an extra, clearly visible indicator that the attack is coming). 

The second case above is the default combat norm: You're already within range to strike, and you do so. Nothing special going on.

The third case helps model the "roaring and punching" aspect of close-combat free-for-all. Attacks come from so close, and thus come so fast, that it's hard to defend against them (or even see them coming in the first place).

All extremely simple to play out when using a hex map. How will it change combat? I expect the following: Read more...

Mail about mail (and other armor and EP topics)

Chain mail detail

In this earlier post, I mentioned that I'd been answering email questions about my Edge Protection (EP) rules for armor in GURPS. For those with an interest in EP, here's a paraphrasing of my correspondent's questions (in quotes) and my replies: Read more...

FEND updated for GURPS 4e

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FEND is an experimental look at using full Skill level for GURPS defenses, like any other use of a skill, instead of the game's Skill/2 mechanic. The update isn't a massive overhaul, but now includes notes for use with GURPS 4e as well as 3e.

There are no doubt some 4e-specific considerations left unconsidered. What's good, incomplete, or just plain broken in there? Please take a look and suggest improvements. 

http://www.gamesdiner.com/fend

Rules Nugget (GURPS): Grazes

Ouch.

Intro: "It's just a scrape!"

In action fiction, an endless succession of lucky nicks, scrapes, and near-miss bullet scratches keep heros nicely bloodied but not inconveniently dead. We can do the same in gaming, too. Even under a gritty combat system like GURPS', it's easy to set up such hide-saving grazes to handle heroic flesh-wounds – and, as a bonus, simulate armor deflection of attacks better than the old Passive Defense stat did.

These rules are born of some old writings, but please take a new look anyway; there's a lot of added and updated material. Read more...

Rules Nugget (GURPS): Shields and Cover

Shields and Cover

Intro: Under Cover

This rule looks at the matter of letting shields provide cover instead of a DB bonus. That option offers some interesting benefits, from a nicely-restored (in 4e) ability for shields to protect passively, to detailed protection by body location, to shield walls and other defensive tricks. It all meshes nicely with existing game rules for cover, too. Read more...

Rules Nugget (GURPS): Shields and Size

Shields and Size

Intro: "Is that a Frisbee?"

"Sir! We demand that you halt this tea party right now, and give us back our shields!"

"Er, begging your pardon, brave Knights of the Shire, but we haven't seen any shields..."

"Those... tea saucers! Give them back!"

Hmm, just how big is a Halfling's shield? And what happens if the little chap picks up a human's shield?

GURPS Dungeon Fantasy 3 p8 offers some nice rules for Pixie weapons and other "tiny tools" – not generic, physics-friendly stuff, but quick'n'dirty guidelines for easy play. While shields got left out of that discussion, handling them in the same quick'n'dirty fashion is pretty easy. Read more...

Crazy combination weapons

Make your waiter sweat a bit...

You'd never point a gun at your own face, right? Well, with some guns, you have to.

I was perusing some of the fun stuff over at MyArmoury, and found this nifty page of wacky historical combined weapons. Guns with axe heads. Daggers with spring-loaded blade-catchers. Weapons that sprout... more weapons.

And pictured here: fancy-schmancy eating utensils with built-in flintlock pistols. Critical miss on your dinner roll. Take 3d damage. (Unless, that is, the barrels point away from the eating end; it's hard to tell from the pic. If that's the case, your dinner date eats the damage instead. It's the Quicker Breaker-Upper! [tm])

It looks like James Bond and Q would have fit in just fine a few centuries earlier. Hmm, I haven't kept up to date on recent GURPS books; anyone know whether the system has tackled the mixture of muskets and melee weapons?

COSH: Combat Skill Hack (GURPS 3e)

Money Fu

COSH is a fun, easy, GURPS-like way to build most any fighting skill, or modify existing fighting skills, in GURPS 3e. Any GM can drop COSH into a GURPS game and be designing unique new combat skills within minutes. Read more...

Game Master tools: Keeping combat challenge level right

Here's some further musing on a SJG GURPS Forum post I just made. The question: How to keep "challenge level" right for PCs going into combat – not so easy as to be dull, but not so deadly as to litter the cave with PC corpses?

The question was posed by a D&D player just starting to GM GURPS, which makes it a particularly good one for him to ask; GURPS combat can be much deadlier than D&D players might expect, leading to that cave-floor litter. But it's a good question for any GM to ask, new or experienced, whether changing game systems or not. Read more...

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