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Miscellaneous thought: A Car Wars oddity

Car Wars box

Know what was odd about the old Car Wars game? As its weapon-laden autos blasted away at each other with rockets and worse, just about everything would get damaged and damaged good: vehicular armor, engines, weapons, trailer hitches, you name it. Tires got shredded, buildings breached, drivers and pedestrians blown to bits. Everything...

...except the vehicles. There were no hit points or the like for a vehicle itself, and no way to directly hurt it. Sure, with its engine or tires or driver shot to bits, a car was "killed" for purposes of combat. And in one specific exception, an explosion caused by fire did invoke a special "vehicle completely destroyed" rule.

But otherwise: The motorbike with its engine blown up by a tank round? The helicopter with nearly every component shot out by rocket launchers? The car that lost its tires, underbody armor, and driver to mines before slamming a wall at 200 mph? Clear out the bodies and the broken parts, install new components, and the vehicles were as good as new.

Very odd, that was. (But darned fun all the same.)

Hmm, here's something a bit sad: Steve Jackson Games' Car Wars web site has seen exactly two posts since the end of 2003. (Even this site posts more frequently than that.) Ye gods, does no one play this fine game any more?

Now in Pyramid: GURPS Combat Options from the Games Diner

Fecht

"Ten Tweaks to Customize Combat" in Pyramid #3/34: Alternate GURPS is Your Author's first article for Pyramid, Steve Jackson Games' digital magazine for serious gamers, by serious gamers. (It's the second SJG offering with my handle on it, following the GURPS Range Ruler.) The article gathers 10 simple GURPS combat-related rules from the Games Diner, polishes them shiny, and pares them down to their sweetest essence.

If you've read the Pyramid article, this post offers a bonus aid: links to the rules' original write-ups on this site. "Ten Tweaks to Customize Combat" gives you all you need to drop the rules into a game, so don't think that you need to read more here. But if the rules do spur an interest in additional related background, variants, examples, and player comments, click away!

If you haven't read the Pyramid article, grab it! Sure, you can read the rules in their original form via these links, but the article's versions are cleaner (especially where older rules are concerned). More importantly, the article makes the whole bunch blissfully succinct; you can easily show it to your gaming group, and inject one or two or all ten of the rules into a game, lickety-split. That's more fun than wading through ten online screeds, each afflicted with Logorrhea [-10]! And, of course, that piping-hot, fresh Pyramid issue will be stocked with more, even better, stuff too. 

Moving along, here are the links for avid readers: Read more...

Rules Nugget (GURPS): Throw Like You Mean It

Does not throw like a kobold.

Intro: "You throw like a kobold"

GURPS' thrown weapon stats neatly spell out the best distance (Maximum Range) you can achieve with a toss. These are multiples of Strength, typically STx1.5 for heavier weapons (spear), STx1 for very light ones (dagger), and STx2.5 for middle-weight weapons that hit a sweet spot for distance (throwing axe).

Working from those stats, Conrad the Bavarian and his ST 16 can hurl a javelin 16 x 2.5 = 40 yards. In battlemap terms, that's right off the dining room tabletop; it's a throw that should send even the hardiest of orc miniatures fleeing to a safer distance. With some Extra Effort, Conrad could hit 45 or even 50 yards. 

And yet, our human arbalest may be chagrined to compare his toss against modern track and field records. The current men's world record holder, Jan Železný, chucked a javelin over 98 meters (well over 100 yards!) in 1996; on the women's side, Barbora Špotáková beat 72 meters in 2008. There's no need for a game to worry itself with accurately simulating sport throws, but aren't the rules holding something back from battlemap hurlers?

One problem is that the rules grant Conrad nothing for running like a true javelin thrower. Another disadvantage, less immediately obvious, is this: As with any normal attack, a weapon throw has Conrad return instantly to a defensive combat stance, ready to dodge knives and arrows. That sounds fine for close-in fighting, but it's all wrong for athletes in genteel competitions, or even battlefield spear-throwers safely out of reprisal range. Conrad needs the option to forget defensive caution and throw like he means it.

This rules nugget doesn't overhaul throwing rules or recreate sporting records. It merely hands fighters (or athletes!) in the game a couple of options they're missing to go the distance.
Read more...

Rules Nugget (GURPS): Duck!

Duck!

Intro: "Not the face!"

Ducking your head beneath a blow, or pulling a hand out of harm's way, is much easier than shifting your whole body in a split-second. It's simple to game this in GURPS. Read more...

Momentum or Kinetic Energy: Which One Pierces a T Rex's Chain Mail on a Glancing Blow?

Dino Wars

Here's a collection of online bric-a-brac with connections to this site's gaming material:

Dinosaurs and their tails

Having written about both dinosaur design and tail design, I can't help but comment on the Smithsonian blog's report that dinosaurs may have had thicker, beefier tails than often depicted. Sounds fine to me, at least until we get that cloning process working to verify things! 

What does that mean for critter design? Read more...

GLAIVE Mini: Weapon Builder System for GURPS

Weapon rack png

Don't settle for off-the-rack weapons from the local blacksmith. Build your own! T Bone's Games Diner is proud to present GLAIVE Mini, your super simple, single page weapon builder system for GURPS. Read more...

Minor GLAIVE for 3e update

crier.png

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:

When you close a distance gap to attack, you give the defender more time to react than you do by starting out close enough to strike. Game that consideration with this simple rule:

  • If the attacker needs to Step or Move to get within striking Reach, the defender gains +2 on Active Defense vs the attack.
  • 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 in close combat and strikes in close combat (even if he then moves away), the defender takes -2 on Active Defense vs the attack.

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

The second case 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).

It's 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

Crier

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

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