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A newbie question regarding combat

 
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TypewriterLove

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Since: May 13, 2006
Posts: 3



(Msg. 1) Posted: Sat May 13, 2006 1:55 pm
Post subject: A newbie question regarding combat
Archived from groups: rec>games>frp>gurps (more info?)

My experience with GURPS is almost ten years old, though I kept looking
at it every few months. Now I'm playing in a campaign, but not one of
us has any meaty experience with the rules, and we're kind of throwing
ourselves in the deep end here.

(I posted awhile ago about D&D to GURPS conversions, since we found
GURPS, even with limited experience, to work better with our gameplay
style.)

When we were doing some combat, which rarely comes up, we were trying
to figure out the defense rules. Are you allowed to dodge any attack
you are aware of/is in your field of vision? Or just the once? Just
once seems to harsh, but any attack you can see seems almost too
lenient. Just wondering if you guys have house rules for this, or what
the common interpretation of the rules are. As far as I can see, they
don't say you CAN'T dodge every attack, but they also don't say you
CAN.

--

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Scooter the Mighty

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Since: Jan 11, 2005
Posts: 55



(Msg. 2) Posted: Sat May 13, 2006 1:55 pm
Post subject: Re: A newbie question regarding combat [Login to view extended thread Info.]
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TypewriterLove wrote:
> My experience with GURPS is almost ten years old, though I kept looking
> at it every few months. Now I'm playing in a campaign, but not one of
> us has any meaty experience with the rules, and we're kind of throwing
> ourselves in the deep end here.
>
> (I posted awhile ago about D&D to GURPS conversions, since we found
> GURPS, even with limited experience, to work better with our gameplay
> style.)
>
> When we were doing some combat, which rarely comes up, we were trying
> to figure out the defense rules. Are you allowed to dodge any attack
> you are aware of/is in your field of vision? Or just the once? Just
> once seems to harsh, but any attack you can see seems almost too
> lenient. Just wondering if you guys have house rules for this, or what
> the common interpretation of the rules are. As far as I can see, they
> don't say you CAN'T dodge every attack, but they also don't say you
> CAN.
>
You can only have one parry or block per combat turn, but you can have
as many dodges as you want. Well, that's not entirely true, there are
circumstances where you can get extra parries or blocks (such as using
an all out defense).

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David Johnston

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Since: Apr 14, 2006
Posts: 181



(Msg. 3) Posted: Sat May 13, 2006 9:24 pm
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On Sat, 13 May 2006 16:59:59 GMT, TypewriterLove
<typewriterlove1234 DeleteThis @gmail.com> wrote:

>My experience with GURPS is almost ten years old, though I kept looking
>at it every few months. Now I'm playing in a campaign, but not one of
>us has any meaty experience with the rules, and we're kind of throwing
>ourselves in the deep end here.
>
>(I posted awhile ago about D&D to GURPS conversions, since we found
>GURPS, even with limited experience, to work better with our gameplay
>style.)
>
>When we were doing some combat, which rarely comes up, we were trying
>to figure out the defense rules. Are you allowed to dodge any attack
>you are aware of/is in your field of vision? Or just the once? Just
>once seems to harsh, but any attack you can see seems almost too
>lenient.

Too lenient for what kind of game? What are you shooting for with
your game?
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TypewriterLove

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Since: May 13, 2006
Posts: 3



(Msg. 4) Posted: Sat May 13, 2006 10:12 pm
Post subject: Re: A newbie question regarding combat [Login to view extended thread Info.]
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In article <ngjc62dv2ch1okau38kdvddgqdk30185mm DeleteThis @4ax.com>, David Johnston
<rgorman DeleteThis @block.net> wrote:

> On Sat, 13 May 2006 16:59:59 GMT, TypewriterLove
> <typewriterlove1234 DeleteThis @gmail.com> wrote:
>
> >My experience with GURPS is almost ten years old, though I kept looking
> >at it every few months. Now I'm playing in a campaign, but not one of
> >us has any meaty experience with the rules, and we're kind of throwing
> >ourselves in the deep end here.
> >
> >(I posted awhile ago about D&D to GURPS conversions, since we found
> >GURPS, even with limited experience, to work better with our gameplay
> >style.)
> >
> >When we were doing some combat, which rarely comes up, we were trying
> >to figure out the defense rules. Are you allowed to dodge any attack
> >you are aware of/is in your field of vision? Or just the once? Just
> >once seems to harsh, but any attack you can see seems almost too
> >lenient.
>
> Too lenient for what kind of game? What are you shooting for with
> your game?

Actually, that's a good point. We're going for historical realism (the
campaign takes place generally in Italy, around 1057, since that's
where the GM studied mostly while getting his degree) so maybe
something a little harsher might be necessary.

Jefferson mentioned that this is one of the most house-ruled rules in
the game. Any examples?
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 5) Posted: Sun May 14, 2006 12:49 am
Post subject: Re: A newbie question regarding combat [Login to view extended thread Info.]
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Jefferson wrote:
> TypewriterLove wrote:
>> When we were doing some combat, which rarely comes up, we were trying
>> to figure out the defense rules. Are you allowed to dodge any attack
>> you are aware of/is in your field of vision? Or just the once?
>
> Officially you are allowed to dodge all attacks that you are aware of.
> However, this is one of the most house-ruled GURPS rules. Limiting
> dodges to one per turn makes things very difficult for outnumbered
> characters.

If you do that, do you offer some kind of Advantage to let characters
dodge twice per Round? E.g. to represent a character who's a master dodger?

--
Peter Knutsen
sagatafl.org
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 6) Posted: Sun May 14, 2006 3:20 am
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Jefferson wrote:
> OK. Historical realism. One problem you may be having is that the GM
> set starting point totals too high. For historical realism starting
> point totals in GURPS 4e shouldn't exceed 100, and 75-80 is perfectly

That has absolutely nothing to do with historical realism; it is
enforced mundanity.

> appropriate. (Not including any campaign-specific advantages like
> Status, Wealth, or whatever.) With points in that range dodge scores are
> not going to be high enough to cause problems under the standard rules.
[...]

--
Peter Knutsen
sagatafl.org
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David Johnston

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Since: Apr 14, 2006
Posts: 181



(Msg. 7) Posted: Sun May 14, 2006 3:20 am
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On Sun, 14 May 2006 03:20:34 +0200, "Peter Knutsen (usenet)"
<peter RemoveThis @sagatafl.invalid> wrote:

>Jefferson wrote:
>> OK. Historical realism. One problem you may be having is that the GM
>> set starting point totals too high. For historical realism starting
>> point totals in GURPS 4e shouldn't exceed 100, and 75-80 is perfectly
>
>That has absolutely nothing to do with historical realism; it is
>enforced mundanity.
>

Reality is mundane.
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Korin Duval

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Since: Nov 08, 2004
Posts: 183



(Msg. 8) Posted: Sun May 14, 2006 8:28 am
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On Sat, 13 May 2006 16:59:59 GMT, TypewriterLove
<typewriterlove1234 RemoveThis @gmail.com> wrote:

[...]
>When we were doing some combat, which rarely comes up, we were trying
>to figure out the defense rules. Are you allowed to dodge any attack
>you are aware of/is in your field of vision?

The character is allowed ONE DODGE ROLL for any attack he's aware of.
If he actually succeeds, it's a whole different matter. ^^;

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
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John

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Since: Mar 02, 2005
Posts: 35



(Msg. 9) Posted: Sun May 14, 2006 9:54 am
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 10) Posted: Sun May 14, 2006 11:43 am
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David Johnston wrote:
> <peter RemoveThis @sagatafl.invalid> wrote:
>>Jefferson wrote:
>>>OK. Historical realism. One problem you may be having is that the GM
>>>set starting point totals too high. For historical realism starting
>>>point totals in GURPS 4e shouldn't exceed 100, and 75-80 is perfectly
>>
>>That has absolutely nothing to do with historical realism; it is
>>enforced mundanity.
>
> Reality is mundane.

No it isn't. Only most of reality is. A few bits of it are extremely
unusual.

--
Peter Knutsen
sagatafl.org
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Scooter the Mighty

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Since: Jan 11, 2005
Posts: 55



(Msg. 11) Posted: Sun May 14, 2006 12:05 pm
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TypewriterLove wrote:
> In article <ngjc62dv2ch1okau38kdvddgqdk30185mm DeleteThis @4ax.com>, David Johnston
> <rgorman DeleteThis @block.net> wrote:
>
> > On Sat, 13 May 2006 16:59:59 GMT, TypewriterLove
> > <typewriterlove1234 DeleteThis @gmail.com> wrote:
> >
> > >My experience with GURPS is almost ten years old, though I kept looking
> > >at it every few months. Now I'm playing in a campaign, but not one of
> > >us has any meaty experience with the rules, and we're kind of throwing
> > >ourselves in the deep end here.
> > >
> > >(I posted awhile ago about D&D to GURPS conversions, since we found
> > >GURPS, even with limited experience, to work better with our gameplay
> > >style.)
> > >
> > >When we were doing some combat, which rarely comes up, we were trying
> > >to figure out the defense rules. Are you allowed to dodge any attack
> > >you are aware of/is in your field of vision? Or just the once? Just
> > >once seems to harsh, but any attack you can see seems almost too
> > >lenient.
> >
> > Too lenient for what kind of game? What are you shooting for with
> > your game?
>
> Actually, that's a good point. We're going for historical realism (the
> campaign takes place generally in Italy, around 1057, since that's
> where the GM studied mostly while getting his degree) so maybe
> something a little harsher might be necessary.
>
> Jefferson mentioned that this is one of the most house-ruled rules in
> the game. Any examples?

I would point out though that if your campaign's starting point total
isn't too high, a dodge isn't really that great of a defense. A 100
point campaign is going to probably turn out characters who dodge on an
8 or 9, which are going to be missed more often than not. If you're
willing to think about strategy, you can usually have two opponents
arrange themselves so that the character is defending at a penalty from
being flanked from at least one of the blows (assuming that mutiple
blows per round generally indicates multiple opponents). Keep in mind
that if you're too harsh, your ability to use combat at all becomes
limited.

I have run campagins where I didn't allow acrobatic dodge (which is
pretty cinematic IMHO), or using the Retreat manuever to get +3.
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copeab

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Since: Feb 26, 2005
Posts: 657



(Msg. 12) Posted: Sun May 14, 2006 3:14 pm
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David Johnston wrote:
> On Sun, 14 May 2006 03:20:34 +0200, "Peter Knutsen (usenet)"
> <peter.RemoveThis@sagatafl.invalid> wrote:
>
> >Jefferson wrote:
> >> OK. Historical realism. One problem you may be having is that the GM
> >> set starting point totals too high. For historical realism starting
> >> point totals in GURPS 4e shouldn't exceed 100, and 75-80 is perfectly
> >
> >That has absolutely nothing to do with historical realism; it is
> >enforced mundanity.
> >
>
> Reality is mundane.

You obviously haven't paid attention to reality.

Brandon
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copeab

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Since: Feb 26, 2005
Posts: 657



(Msg. 13) Posted: Mon May 15, 2006 12:11 pm
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raven RemoveThis @westnet.poe.com wrote:
> TypewriterLove <typewriterlove1234 RemoveThis @gmail.com> wrote:
> <snip>
> > Just once seems to harsh, but any attack you can see seems almost too
> > lenient.
>
> Nah, a dodge of 4 is pretty seldom rolled after all. If the guy's in full
> plate/shield, yeah, that dodge may get up to 6 or 7 but even then most
> dodge rolls are going to fail, and frankly, combat goes way to fast as it
> is (in game time).

Often, a character will have the best chance to parry with his primary
weapon, followed by using his shield to block. It's pretty easy to get
a Parry over 10 and a Block around 10.

OTOH, some styles emphasize blocking with the shield and not parrying
with a weapon (IIRC, in GURPS Vikings it notes a Viking character would
normally be +1 to Block but -1 to Parry).

Brandon
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David Johnston

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Since: Apr 14, 2006
Posts: 181



(Msg. 14) Posted: Mon May 15, 2006 6:53 pm
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On 15 May 2006 14:37:17 GMT, raven DeleteThis @westnet.poe.com wrote:

>TypewriterLove <typewriterlove1234 DeleteThis @gmail.com> wrote:
><snip>
>> When we were doing some combat, which rarely comes up, we were trying
>> to figure out the defense rules. Are you allowed to dodge any attack
>> you are aware of/is in your field of vision? Or just the once?
>
>You can try to dodge any attack any time. Dodge is usually pretty bad to
>start with, so this is essentially offering up a prayer to a PC. I almost
>never even bother rolling dodges for NPCs
>
>> Just once seems to harsh, but any attack you can see seems almost too
>> lenient.
>
>Nah, a dodge of 4 is pretty seldom rolled after all. If the guy's in full
>plate/shield, yeah, that dodge may get up to 6 or 7

In the new rules dodges are a bit easier to do, but armour doesn't
help with them because there is no longer any such thing as Passive
Defence.
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 15) Posted: Tue May 16, 2006 12:59 am
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copeab.RemoveThis@yahoo.com wrote:
> Often, a character will have the best chance to parry with his primary
> weapon, followed by using his shield to block. It's pretty easy to get
> a Parry over 10 and a Block around 10.
>
> OTOH, some styles emphasize blocking with the shield and not parrying
> with a weapon (IIRC, in GURPS Vikings it notes a Viking character would
> normally be +1 to Block but -1 to Parry).

I also seem to recall that GURPS Vikings 2nd Edition says this.

But I don't think it was a fighting style particular to the vikings. It
was much more likely a fighting style particular to an age of quite
breakable swords. Sure, Very Fine swords *existed*, but the vast
majority of swords were merely Good (if not Cheap) and therefore unfit
for parrying (although I'm not sure how either the 3E or 4E rules
simulate this fact).

--
Peter Knutsen
sagatafl.org
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