General Chat.   Posted by Derrick.Group: 0
Mari
 player, 47 posts
Fri 7 Dec 2018
at 12:49
Re: General Chat
In reply to Vulco1 (msg # 194):

Looks good to me (although Derrick has the last word on that of course), but the rifle you picked it a bit too modern. Assume the fight happens in the 1870s.
Derrick
 GM, 210 posts
Fri 7 Dec 2018
at 14:06
Re: General Chat
Vulco1:
I couldn't find the template for the cowboys anywhere. I made a character using what Derrick put into the thread.

Derrick if you'll check that when you get a chance and let me know if it's kosher, that would be great.  I added it to my post on the Final Character thread.


Cowboys are a constructed template: they are built on the Basic Action Template from Action 4, with no disadvantages, the cowboy package, a weapons package, and 10 extra points. Comanche have two of what I call "terrain" packages and a "package" of 25 points in combat skills.

I posted the basic template and packages in a private message to everyone who had expressed interest at the time. If you can't find a template, feel free to ask me.

The riffle is indeed too modern: its TL6. Some TL6 stuff shows up in the old west, but not at the same time as Amerindian conflicts. We don't have a specific date, but 1894 is almost certainly too late. perhaps you wanted the Winchester 1873?
Vulco1
 player, 62 posts
Fri 7 Dec 2018
at 15:30
Re: General Chat
I forgot about the ACTION books.  I managed to find a pdf so I'll flip through that.

Good catches. I wasn't sure what period of the west we were in.  I'll check out and swap the rifle. And I may have to check the date on the pistol as well.  I think everything else should be to spec.


So what year can I go to for the weapons? 1875? Just want to narrow it down.
Derrick
 GM, 211 posts
Fri 7 Dec 2018
at 15:41
Re: General Chat
Keep it to weapons with TL 5 please. That technically means up to 1880, but I suspect the book only gives you up to 1875. The pistol is 1873, so its legal.
Vulco1
 player, 63 posts
Fri 7 Dec 2018
at 15:46
Re: General Chat
In reply to Derrick (msg # 198):

You got it.  Thanks
evileeyore
 GM, 153 posts
Fri 7 Dec 2018
at 19:53
Re: General Chat
Two things:

1 - When I made the Cowboys I used the Perk Early Adopter to ensure the Rifleman had his 'signature' rifle, the Winchester M1873.  If that's unnecessary I'll be happy to shift that point elsewhere.

2 - Today Master Mu shows why All Out Attack can be a bad option*.  But even so, if I'd rolled poorly†, it would now be Demchug raking at eyes and beating up Mu.


I know why Nicole used it: Bonus to Kiai‡ and to close the distance§.



*  I've just gotten lucky with his uses.

†  Like if he'd critically wiffed those kicks or fell victim to the Kiais.

‡  Which has it's value.  And don't feel bad Nicole, I forgot about the Rule of 16 as well (and I run games).

§  For future note, in games that allow 'all' the Options from Martial Arts, you can Move and Attack and use Heroic Charge to ignore the skill penalty and cap.  You do still lose a Defense, but which one depends on what flavor of attack you made.  Martial Arts pg 107.  Use an arm in the attack, can't Parry or Block using that arm, used any other body part (like your mouth), can't Dodge.
Derrick
 GM, 217 posts
Mon 10 Dec 2018
at 15:53
Re: General Chat
Yes, the early adopter perk is unnessary. Go ahead and move it.

The Demchug and Master Mu fight has seen some nice swingy rolls, and its been very fun to watch!

Also, Calling him Master Moo has me thinking of new titles for our enormous friend.
Whisper
 player, 80 posts
Mon 10 Dec 2018
at 16:02
Re: General Chat
As a FYI my wife bought me Dungeon Fantasy for Christmas.  I told her about it a few days ago when it happened.  I have just completed a Dwarf for another game I play in, and Whisper/Knight are the next items for me to handle.  Can't promise it will be today, but I plan to have them done in the next couple days.

Also, for our information...  It seems our combat options are getting more and more complex every time I look at them.  Is there a good 1 page reference somewhere that summarizes the combat options available?  As an example, it appears Dungeon Fantasy 11 has added a run and hit option?  Someone mentioned it in another game.  I ask because we're all trying to learn here.

I thought I was good at this until some of the more experienced people pulled out details I had never tracked before.
Vulco1
 player, 65 posts
Mon 10 Dec 2018
at 18:49
Re: General Chat
https://drive.google.com/open?...nC2ozB0N6M4EOjZGWJYh

This is a cheatsheet I found a while ago.  It's not everything but it is the basics.
Derrick
 GM, 218 posts
Mon 10 Dec 2018
at 19:11
Re: General Chat
The purpose of this club is to let people practice/show off the finer points of GURPS combat. Gurps does have a lot of options, and some folks know them very well. I think the times I've been the most blown away are when I was GMing a Monster Hunters Warrior who had the chance to raise skill and get nice gear. At about skill-20 with a melee weapon and either weapon master or trained by a master, gurps melee combat suddenly gets a learning curve, and people used to that sort of play can do some insane stuff. I think this also happens in DF, but I've never played DF.

For the basics of melee combat options, I open martial arts chapter 4, and just skim through it for the things I need (the PDF table of contents is great for this). Sometimes it will point you back to the basic set.

For remembering all of the little things, there is nothing like playing the game to learn it. At some point you have to either sit down and pour over books or watch someone who knows all the little tricks, and take notes.

As for knowing about obscure options like DF 11's Run and Hit, That's why I try to specify which books a given scenario is using. I don't think anyone has a list of all those options, other than mental. That option is certainly a surprise to me.
evileeyore
 GM, 156 posts
Mon 10 Dec 2018
at 19:30
Re: General Chat
Whisper:
I have just completed a Dwarf for another game I play in, and Whisper/Knight are the next items for me to handle.

Greetings Balir!

/Stenet, Jednesa, Jareth...

quote:
As an example, it appears Dungeon Fantasy 11 has added a run and hit option?  Someone mentioned it in another game.

Run and Hit is a Power-Up, an Advantage Characters in Dungeon Fantasy can purchase (and any game with a permissible GM).  It just lets you ignore the skill penalty and cap when you perform a Move and Attack Maneuver.  It costs 10 points and requires specialization.

This message was last edited by the GM at 19:31, Mon 10 Dec 2018.

Whisper
 player, 81 posts
Mon 10 Dec 2018
at 19:36
Re: General Chat
Yes, I will be playing Balir in Northport.  I spent a *lot* of time tweaking him to get things just right.  In the end I'll probably buy off the racial move and then he'll be exactly what I want.  There are a couple minor tweaks I need to add there, but he's basically ready to roll.  Very similar to the Knight template, so I'm hoping he'll make the dragon thread easier once I really engage there.

My best character is currently Celtic in my friend's ShadowRun: Awakenings (GURPS 4e) game, though.
evileeyore
 GM, 159 posts
Tue 11 Dec 2018
at 09:21
Re: General Chat
I figured out why I've always treated Roll With Blow as a defense, in 3e it was only usable if you failed a defense roll.



Man, that was bugging me.
evileeyore
 GM, 161 posts
Tue 11 Dec 2018
at 14:49
Re: General Chat
evileeyore:
I figured out why I've always treated Roll With Blow as a defense, in 3e it was only usable if you failed a defense roll.

Kromm (Sean Punch) woke up and replied to a thread I started on this topic on the GURPS forums:

Kromm:
Its trigger condition is being hit by a crushing attack. That's it, that's all. There are no further restrictions on when you're allowed to roll against it.

The other game mechanic to which it comes closest is Mind Block (p. B210), in that it's an always-on "discipline" that kicks in as a last ditch if you botch or don't get a defense . . . if you can make the roll. Like Mind Block, Roll with Blow doesn't totally stop the Bad Stuff, it just blunts the impact a little.


Now I'm wondering if Roll With Blow suffers the same penalty when Stunned that Mind Block does...
Dblade
 player, 159 posts
Tue 11 Dec 2018
at 19:17
Re: General Chat
A rules question. The text on Choke Hold says that if I fail my roll, my grapple still succeeds but I've failed to apply the choke. Does this mean that failing a Choke Hold by less than a critical failure can be a shortcut into grappling the neck, and if so can I subsequently apply a headlock using the neck grapple?
evileeyore
 GM, 162 posts
Wed 12 Dec 2018
at 04:46
Re: General Chat
Dblade:
The text on Choke Hold says that if I fail my roll, my grapple still succeeds but I've failed to apply the choke.

Can you quote the line that says that?  Because I think you're reading it wrong.
Dblade
 player, 160 posts
Wed 12 Dec 2018
at 05:18
Re: General Chat
I did read it wrong. Weird mixup involving the text for the chin-tucking defense that makes it read as if the opponent succeeding on a parry at all still gives you a grapple but not a choke.
Nicole
 player, 76 posts
Wed 12 Dec 2018
at 06:50
Re: General Chat
In reply to Dblade (msg # 211):

Say, question that may apply to Baogang, if not Demchug:

Knockback allows for highest of DX, Acrobatics, and Judo to remain standing.  Roll with Blow specifies DX.  Are we rolling with RAW on that?  It certainly does keep Roll with Blow from being full OP...
Dblade
 player, 161 posts
Wed 12 Dec 2018
at 07:26
Re: General Chat
Um...if it's DX, why is Roll With Blow its own skill that says you roll against it to determine the effect in its description? And why does it feed off of skills like Judo to determine its level?

Edit: Oh duh, it's the roll for whether you suffer knockback and such that matters. Well, handily enough it doesn't really matter for Baogang either way, as even if he failed the flat DX roll I'm 75% certain he can just use Immovable Stance to avoid it if he wants.

This message was last edited by the player at 07:44, Wed 12 Dec 2018.

Derrick
 GM, 228 posts
Wed 12 Dec 2018
at 15:51
Re: General Chat
It is a weird case. I recently had someone claim that it added an EXTRA roll in addition to the normal one. It is odd that it specifies a DX roll without being extra clear that its excluding the normal knockback roll.

I think we have time to consult the sjgames forums on this one, as its not urgent. yet.
evileeyore
 GM, 164 posts
Wed 12 Dec 2018
at 18:19
Re: General Chat
Derrick:
I think we have time to consult the sjgames forums on this one, as its not urgent. yet.

I've already got a thread going here, if anyone wants to hop in and get questions lined up:

http://forums.sjgames.com/showthread.php?t=161013

[EDIT]
And I see you're already there asking this question Derrick.  /thumbsup
[/EDIT]

This message was last edited by the GM at 18:20, Wed 12 Dec 2018.

Dblade
 player, 179 posts
Sun 16 Dec 2018
at 16:29
Re: General Chat
As a neat addendum to my much earlier whole line of questioning about what good Sumo Wrestling is and how to best use it with a Tai Chi Chuan fighter, apparently both Kromm and TKD apply the strength bonus to the damage roll to resist falling down from slams as well as make them. Small difference but still nice.

http://forums.sjgames.com/showthread.php?t=127248
Nicole
 player, 81 posts
Mon 17 Dec 2018
at 04:32
Re: General Chat
In reply to Dblade (msg # 216):

Sorry about dropping off the face of the earth.  The rules decision lined up with a work-weekend, since I was chaperoning a debate trip to Nanjing.  I'm back and ready to kiai to the bitter end.
archypetro
 player, 1 post
Fri 21 Dec 2018
at 13:36
Re: General Chat
Hey folks,

Just wanted to say hi and that I've requested to join in some of the games. I've been playing GURPS a while but usually miss some of the nuance at the level of detail needed for scenarios like the 1on1 unarmed combat games - or even get lost when having 200+ points to play with.

But, ultimately, I really love these scenario based games and quite like the opportunity to try things out, practice and get to know people while it happens!

Hope you're all having a wonderful festive season and looking forward to playing with you all soon.


I suggested to the GM an Orcs vs Elves(allies) type scenario, which may well happen. Has there been consideration for the use of a hex battle map? They are pretty good for the bigger tactical skirmishes.

Either way. All fun and games!
evileeyore
 GM, 183 posts
Fri 21 Dec 2018
at 17:31
Re: General Chat
archypetro:
Has there been consideration for the use of a hex battle map?

Yes, teh Dragon v Knight will be a hex map battle.

But there are problems with hex map battles on PbP, specifically the wait time for the GM to update the map, this is why you won;t often see maps drug out in PbP games.