From: scasterg@magnus.acs.ohio-state.edu (Stuart M Castergine)
Subject: Re: GURPS: Combat as a Quick Contest
Organization: The Ohio State University
Date: Wed, 30 Sep 1992 19:54:38 GMT

In article <29SEP92.12930878.0159@VM1.MCGILL.CA> CX6L@MUSICA.MCGILL.CA (CX6L) writes:
>In article <1992Sep29.051815.22405@magnus.acs.ohio-state.edu> scasterg@magnus.acs.ohio-state.edu (Stuart M Castergine) writes:
>>
>>When someone is rolling on a 15, they can go for ages without failing
>>a roll.
>
>Very true. However, it seems that with magic, people end up stunned
>and falling down a lot (eg, Tanglefoot, Daze, Stun, Mental Stun,
>14 hits of Deathtouch...). As well, faster foes, such as most animals
>and many unnatural beasts, can run-around or even get behind the party!
>And then there's Slams, which, IMHO, are *not* overly effective!
>Especially when it's a tiger or bear doing the Slam! Factor in as well
>modifiers for bad footing, Invisible attackers, etc. Don't forget
>the -4 to defenses when Arm Locked or Leg Grappled. Or that shields
>and broadswords are useless versus Close-Combat attacks.
>
>Stunning gives a -4 to defense: and you can't retreat. Being
>on your back is -3. Knees: -2, and no retreat. Run-arounds/
>attacks from the side: -2. Bad footing is -2. Invisible
>attacks allow no defense, or one at -4 if the Hearing-2 roll
>is made (not likely in a helm). Martial Arts has clarified that
>a Grappled combatant defends at -4. And disarmed foes don't
>parry at all. All of the above are cumulative.
>
>     In my campaign, all of these factors and more happen
>in most if not all battles. The high defense rolls of the
>party rapidly dwindle to 10's and 8's. They get hurt often.
>I think the present system allows high defense rolls, but
>I think that's to allow skilled PCs the opportunity to
>have a fighting chance versus unreal adversity. If the GM
>presents no such tactical challenges in battles, he is
>robbing the players of a lot of fun, and deserves boring
>combats!

Our game world is much more restricted, for conceptual reasons. It is
normal mana, but magic is fairly rare and frowned upon by the powerful
church and ruling clases. Non-humans and genuine monsters are also
pretty rare. There are about four known living dwarves in the entire
realm, and elves are still rarely seen visitors.

The world is very humanocentric and revolves around human political
and religious conflict. The power levels of the characters are
releatively low. 15 isn't remarkable, but anything over 18 is, and we
have very few people who have skills over 20.

>
>>You either have to wait for a really good feint result or a crit
>>success to hit the person. combats just went on too long.
>
>Feints just aren't used enough, is all. In real life, the ONLY
>ways in which two really, really, really good fighters are going
>to connect is by (i) luck (ie, a crit), or (ii) judicious use
>of Feinting! My group Feints about every other action in combat,
>and adds amusing dialogue when they win or lose by a lot. This
>has really speeded up battles against inferior foes, and is
>both more fun and more realistic.
>
>>part of valor". You can't go into combat with the confidence that
>>you'll make it through OK. Every time, you're worried that this one
>>might be your last. I like that.
>
>I get that feeling using the present system, given the above
>points. I think it depends on what you throw at the party and
>how appropriate it is. ten highly-skilled fencers is a great
>foe in a Swashbucklers campaign, but not at all appropriate
>against a mage-heavy Fantasy group. Against them, use Iron
>Golems who Grapple and Strangle (circumventing defense rolls
>that rely on PD); or use Invisible, Deathtouching, Teleporting
>mages . . . by the circle!
>

We use some of this. Our biggest, baddest PC knight is forever getting
taken out of combat by spells.

>>Granted, it has made feint a less-important combat move -- I rarely
>
>That is, in truth, a major part of my objection to the proposed
>Quick Contest rules.
>
>>Alpha, with a rapier skill of 15, wants to thrust to her opponent's
>>vitals. That would drop her to a 12, and while she thinks she can make
>
>If this is representative of your campaign, then I see why we are
>not in total agreement. My game is an old campaign that has climbed
>to the 290-420 point range, and I regularly see skill-22 PCs attacking
>skill-14 thugs. Perhaps that explains a lot . . .

Ours is nowhere near that power level. We have found that we can trash
normals pretty easily, though (we recently had a band of bandits turn
tail and run without ever raising a weapon at us, because we looked
too tough.)

You just have to be creative about the things that you throw against
the PCs, as you said. Our best games aren't combat oriented, anyway.
We had a blast last saturday night and nobody ever drew a weapon.


-- 
scasterg@magnus.acs.ohio-state.edu -- Stuart M. Castergine
Fiver: "Oh, Hazel, look! The field! It's covered with blood!"
Hazel: "Don't be silly, it's only the light of the sunset." -- Watership Down