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General Chat. Posted by Derrick. | Group: 0 |
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Author | Message | [bottom] |
Derrick GM, 5 posts Thu 16 Aug 2018 at 20:16 |
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Mari player, 2 posts Fri 17 Aug 2018 at 21:05 |
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evileeyore player, 1 post Sat 18 Aug 2018 at 04:40 |
That's likely to end up being scenario specific. GURPS Basic assumption is that you Dodge from where the gunmen is aiming, not the bullet itself exactly. There are more realistic rules which prohibit Dodging bullets, but those are optional.
Yes. That's not likely to come up in the Cowboys and Indians scenario though as it's far enough away that you cannot see the shooter. Or, if the shooter is clearly behind you and started there, making it an Attack from the Back, thus denying defenses (but that happens in melee as well).
Yeeesss.... hmmm. Let me double check. Ah here's the relevant rule:
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Mari player, 3 posts Sat 18 Aug 2018 at 09:20 |
It's pretty clear that something like Billy Dixon's lucky shot at the 2nd battle of Adobe Walls (he shot a Comanche over almost a mile of distance, look it up) would not warrant a Dodge. What distance would? | |||||||||||||||||
Derrick GM, 12 posts Sun 19 Aug 2018 at 19:17 |
Its all about awareness. The Comanche could have dodged, but didn't bother to. In this scenario, you get a dodge if you are aware of the shot. Hearing the shot won't count because of distance. You must be aware of the shooter's actions. And given that rule, I don't mind giving a dodge to anyone watching their enemy. | |||||||||||||||||
Mari player, 5 posts Sun 19 Aug 2018 at 20:45 |
Alright, understood. | |||||||||||||||||
Derrick GM, 15 posts Thu 23 Aug 2018 at 14:37 |
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evileeyore player, 6 posts Thu 23 Aug 2018 at 19:55 |
Yeah, for my brain to get in order. It's been a long week without AC (it got fixed yesterday). I'll try to attended to this game tonight. | |||||||||||||||||
Derrick GM, 20 posts Mon 27 Aug 2018 at 12:53 |
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evileeyore player, 15 posts Sat 1 Sep 2018 at 20:06 |
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Derrick GM, 30 posts Sun 2 Sep 2018 at 11:29 |
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evileeyore player, 19 posts Thu 6 Sep 2018 at 18:22 |
If this were a bigger scenario (IE the Rifleman has a serious stake in sticking around and was a 'real' Character), there might be some long range combat as Rifleman takes shots from cover and uses guerrilla tactics with the Comanches trying to drive them off... but I don't see any reason. | |||||||||||||||||
Derrick GM, 37 posts Mon 10 Sep 2018 at 12:37 |
Any opinions on the next fight? I'm interested in Knight vs. Dragon, personally... | |||||||||||||||||
evileeyore player, 24 posts Tue 11 Sep 2018 at 19:59 |
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Derrick GM, 38 posts Sat 15 Sep 2018 at 13:18 |
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evileeyore player, 25 posts Sat 15 Sep 2018 at 19:27 |
No worries. | |||||||||||||||||
Mari player, 26 posts Tue 18 Sep 2018 at 19:08 |
And since Evileeyore isn't really happy with how the Cowboys vs. Indians scenario went (I did not expect to hit with the musket either), I would propose a second Old West scenario. Maybe including a bit of roleplaying (but be careful with racial slurs in a non-adult game). I'd like to see good rifles and revolvers in effect, maybe with a simple open charge done by the Indians. It could even be against rifles and a Gatling Gun if you like. | |||||||||||||||||
evileeyore player, 26 posts Tue 18 Sep 2018 at 19:49 |
Less 'unhappy', more 'ceases to be interesting' once a scenario becomes extremely lopsided. Sometimes it's fun to play out the "hold the line until you die" situation, but that's not what we have here.
Honestly, I think the original scenario would have worked fine with 4 archers and multiple chargers. It was that musket hit that turned tipped the scales immediately. | |||||||||||||||||
Derrick GM, 42 posts Tue 18 Sep 2018 at 20:31 |
1) The successful stealth roll. This might have been weighted to the Comanche side. 2) The successful ranged hits. Not one, not two, but all three hit. And they could have easily all missed. 3) The failed HT rolls. We may want to institute a rule where a very pivotal roll may be waived to go the other way if its success ends the scenario in a way we feel is unsatisfying. maybe call it a "fateful wound". Of course, the take-aways here are: 1) numbers matter, even against technology 2) technology needs good conditions to operate 3) a party of two is very vulnerable to failure 4) tactics and skills other than weapon skills matter 5) the initiative in combat is really nice. 6) don't camp out with just you and a buddy in hostile country with 30 head of cattle. We do not have to run only one combat at a time, and all players don't have to join all combats. If you want to see how a pure mounted charge goes against the two cowboys, we can run that as well. It should be pretty darn quick. Both of you feel free to suggest scenarios, or bring up ones you'd like to see next. | |||||||||||||||||
Mari player, 28 posts Tue 18 Sep 2018 at 21:34 |
My suggestion would be to do something where they have more of an advantage. Daylight, open charge, maybe a few more cowboys, maybe a gatling gun, no firearms for the Indians. The challenge to evileeyore would be to determine how many archers and melee warriors he could hold off with his force, so that it would become a close call but still a victory. We would test that theory then. | |||||||||||||||||
evileeyore player, 31 posts Wed 19 Sep 2018 at 06:30 |
Eh. If all four ranged ambushers were archers, Pistol would probably still be up, even if they all hit (baring a multiple damage crit).
Nah. Combat turns on the die roll.
I was hoping more people would get interested. You should probably advertise this in the "Seeking Players" forum. | |||||||||||||||||
Derrick GM, 45 posts Wed 19 Sep 2018 at 13:53 |
Does rpol have one? or are you talking about the sjgames forum? | |||||||||||||||||
evileeyore player, 32 posts Wed 19 Sep 2018 at 21:34 |
link to another game There's an index of 'non-game' forums somewhere... | |||||||||||||||||
evileeyore player, 33 posts Wed 19 Sep 2018 at 21:40 |
/?sa=1&si=1&genre%5B%5D=1&search=search I think the ones that are missing (like the GURPS Community and such) are missing because they are still considered 'games'. | |||||||||||||||||
Derrick GM, 48 posts Thu 20 Sep 2018 at 13:54 |
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evileeyore player, 36 posts Thu 20 Sep 2018 at 19:38 |
Just sticking it here for ease of finding it for 'bumping' once a week. link to a message in another game (I need to double check the forum rules and see if non-GM are allowed to bump those threads) | |||||||||||||||||
Dblade player, 1 post Fri 21 Sep 2018 at 03:23 |
Will try and come up with some interesting fight scenarios at least, while I try and learn GURPS properly. | |||||||||||||||||
evileeyore player, 39 posts Fri 21 Sep 2018 at 05:10 |
The best way to learn is to jump in! And with the speed of PbP you get plenty of time to absorb things as you go. | |||||||||||||||||
Dblade player, 2 posts Sat 22 Sep 2018 at 18:13 |
I see we already have a sword duel, but could we get some kinda multiple martial arts tournament/melee going on? and if so, would people prefer cinematic or realistic? I'd love to get involved in an actual GURPS Martial Arts themed game at some point too but that's neither here nor there. | |||||||||||||||||
evileeyore player, 42 posts Sun 23 Sep 2018 at 07:14 |
Pop that suggestion in the Scenario Brainstorming thread! This message was last edited by the player at 07:15, Sun 23 Sept 2018. | |||||||||||||||||
Dblade player, 4 posts Sun 23 Sep 2018 at 15:19 |
Thanks, have done now! | |||||||||||||||||
Derrick GM, 54 posts Mon 24 Sep 2018 at 13:18 |
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Dblade player, 6 posts Mon 24 Sep 2018 at 13:36 |
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Vulco1 player, 1 post Mon 24 Sep 2018 at 14:57 |
I'll just chime in and say I like Dblade's idea of some sort of martial arts tournament. This message was last edited by the player at 14:58, Mon 24 Sept 2018. | |||||||||||||||||
Derrick GM, 55 posts Mon 24 Sep 2018 at 15:21 |
If we've got two people wanting the martial arts tournament, we can certainly do it! I'd prefer to start out with just a single arena match. What sort of arena are you thinking of (stone platform, roped ring, ect), how is killing your foe looked upon, can you win by throwing them out of the ring, and how is grappling viewed?
Well, I'm hoping for either a second combatant or someone who can referee the fight. eeyore has offered to play either side of that fight, but favors the dragon. If playing an entire side feels overwhelming, playing just part of it is also cool. ------------------------------------ What are we waiting for with Cowboys and Indians? Mari's dodge roll, perhaps? | |||||||||||||||||
Dblade player, 7 posts Mon 24 Sep 2018 at 16:40 |
For arena either raised circular platform made of wood and allowing for ringouts, or a roped off arena like a boxing match if no ring outs is preferred. Either way I say we allow for grappling, so as to not limit ourselves purely to striking stylists. I'm not sure how much ground game to allow for, though. Edit: in terms of lethality I'd say we do this in a manner sort of inspired by old Wuxia stories/newer movies of the same nature. Killing your foe shouldn't be the main goal/we should be aiming for non-lethal defeat but if death happens it happens? Probably unarmed focused, doing armed arts feels like it'd add a whole 'nother dimension, though I'd be open to it if people would prefer. This message was last edited by the player at 17:15, Mon 24 Sept 2018. | |||||||||||||||||
Mari player, 30 posts Mon 24 Sep 2018 at 18:28 |
I think so, but this should be remedied now. | |||||||||||||||||
Vulco1 player, 2 posts Mon 24 Sep 2018 at 19:32 |
For the arena i’d say raised platform stone arena, so a ring out may not mean death but would be almost impossible to get back in. Ring out is a loss. I think death would be discouraged, but understood if it’s accidental. Doesn’t need to be battles to the death | |||||||||||||||||
Derrick GM, 59 posts Mon 24 Sep 2018 at 19:45 |
I've started the thread! I did in fact go with a raised stone arena. The version I had allowed you to rest if you're THROWN off, but if we want to play with knocking people off the platform as being legal, that's fine with me. | |||||||||||||||||
Vulco1 player, 3 posts Mon 24 Sep 2018 at 20:42 |
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Dblade player, 10 posts Tue 25 Sep 2018 at 03:42 |
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Dblade player, 11 posts Wed 26 Sep 2018 at 02:43 |
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Nicole player, 1 post Mon 1 Oct 2018 at 15:38 |
I may join the Martial Arts tournament, too! | |||||||||||||||||
Dblade player, 19 posts Mon 1 Oct 2018 at 22:18 |
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Nicole player, 2 posts Tue 2 Oct 2018 at 00:39 |
Well, since it's cinematic, I was thinking of going with either Smasha or Ultimate Style. I've done realistic ones before, so I'm relishing the chance to step away into the fantastical. | |||||||||||||||||
Derrick GM, 74 posts Tue 2 Oct 2018 at 12:52 |
Of the two, I'd prefer to see Smasha, it seems to have more flavor, and ultimate styles don't fit the feel of a martial arts contest, unless the point is to display how unbalanced your ultimate style is. This message was last edited by the GM at 12:52, Tue 02 Oct 2018. | |||||||||||||||||
Nicole player, 5 posts Tue 2 Oct 2018 at 12:54 |
Hooray, I ended up doing Smasha. Mostly because "Ultimate" Style requires you to sink in 9 points into various skills and such. | |||||||||||||||||
Whisper player, 1 post Tue 2 Oct 2018 at 19:51 |
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pwaabram player, 1 post Wed 3 Oct 2018 at 00:04 |
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evileeyore player, 59 posts Wed 3 Oct 2018 at 03:35 |
What do you mean by sessions? Like, chat games? This is Play By Post. For example see the Cowboys and Indians thread. | |||||||||||||||||
pwaabram player, 3 posts Wed 3 Oct 2018 at 03:41 |
Yeah I know now, thanks tho | |||||||||||||||||
pwaabram player, 4 posts Thu 4 Oct 2018 at 02:22 |
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Derrick GM, 79 posts Thu 4 Oct 2018 at 13:58 |
Yes! right now Dblade is only planning on piloting the knight. The squires do not have a firm owner, though two have been built for others to use. | |||||||||||||||||
Whisper player, 5 posts Thu 4 Oct 2018 at 15:51 |
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pwaabram player, 5 posts Thu 4 Oct 2018 at 20:03 |
Great! What are the details for character creation? | |||||||||||||||||
Derrick GM, 81 posts Thu 4 Oct 2018 at 20:09 |
They are in msg # 14 of the knight and dragon thread. | |||||||||||||||||
pwaabram player, 6 posts Thu 4 Oct 2018 at 20:11 |
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pwaabram player, 7 posts Thu 4 Oct 2018 at 20:36 |
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evileeyore player, 65 posts Fri 5 Oct 2018 at 01:10 |
Just follow the Squire Template in DF 15, and then add 25 points. In general the 25 points should be to upgrade things on Template or buy off disads, but I'd allow other skills or advantages within reason. What do you say Derrick? This message was last edited by the player at 01:22, Fri 05 Oct 2018. | |||||||||||||||||
pwaabram player, 8 posts Fri 5 Oct 2018 at 01:40 |
Is that on top of the places in the template where you can choose things? Also, can I buy a higher TL? I had an idea for a guy with a musket. | |||||||||||||||||
Derrick GM, 83 posts Fri 5 Oct 2018 at 13:41 |
Yes, the 25 points are on top of the places in the template where you can choose things. Higher TL is forbidden. Actually, character creation requests that you make a knightly squire, armed and trained accordingly. | |||||||||||||||||
Nicole player, 19 posts Mon 8 Oct 2018 at 21:19 |
The importance of caution (losing your defenses is *rough*) Extra attack's primacy (I essentially had double the actions Lane did) Why fighting competitions have had to ban things like groin hits and eye-gouging. | |||||||||||||||||
Whisper player, 7 posts Mon 8 Oct 2018 at 22:05 |
Additional suggestions: * May I suggest a sticky character thread, where we can go to look at characters in a centralized location? Also, instead of making changes to them with additional posts, edit them in place. Finding them in the individual threads is in my opinion painful, and time consuming. * A notice or sticky post for instructions would be good as well (perhaps by scenario). For example, I don't know what I have to do to get Whisper up and approved. I probably just missed it in one of the threads, but that's to some extent the point of my comment. New players may wish to join, so summarizing the guidelines in a sticky would be useful. Asking them to go hunt down X post in X thread will turn a bunch of people away. I for one have had to go back and hunt threads a couple times already. That will get out of hand quickly for the more casual participant. * May I suggest one thread for preparation, and then another thread for the actual event? For example, create 1 thread for the Martial Arts competition where we can do all of our discussion. Then, create a new thread for "Bob versus Gerald". That way we can discuss offline without cluttering up the event thread. And, when the next round comes up, you can create a "Gerald versus Penny" thread for that fight. It just cleans everything up. My other game is down a bit while my GM gets a new laptop. I read through the other threads a little to get a good idea of what's going on. If Whisper is ready, I can do a combat, or I can get involved somewhere else. From a quick skim it seems like we're already well into the cowboys and indians thread. I could do something in the knight and dragon thread though. Thanks. :) | |||||||||||||||||
evileeyore player, 69 posts Tue 9 Oct 2018 at 00:12 |
Depending on your browser, you can set the thread to "all" (at the top with the pages select) and then do a term search. Makes things a lot easier for me. | |||||||||||||||||
pwaabram player, 9 posts Tue 9 Oct 2018 at 01:55 |
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Whisper player, 8 posts Tue 9 Oct 2018 at 02:28 |
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evileeyore player, 71 posts Tue 9 Oct 2018 at 06:54 |
Primary are skills that are, well... primary to the Character's 'job'. Generally they will have 4 or more points in each skill. Generally. Secondary, yada-yada, usually have 2 points in each skill. Background skills are mostly just there to fluff out the Character, make sure it has a Social skill, a Movement skill (Hiking, Stealth, Swimming, etc), a few 'this is what they did before becoming an adventurer' skills (like Smithing, Survival, etc), and to spread around 6-8 points into 6-8 skills (1 point each). The Squire, being a 'half template' (125 points instead of DF's standard of 250) has almost all of it's skills at 1 point. Only the important combat skills get extra love.
Example: Brawling (E) DX [1]-13
* So if it just says DX, it's bought at ATT+0. If it says DX+2 it's bought up to ATT+2. † Includes all bonuses. This message was last edited by the player at 07:04, Tue 09 Oct 2018. | |||||||||||||||||
pwaabram player, 10 posts Tue 9 Oct 2018 at 11:40 |
Thanks! | |||||||||||||||||
Vulco1 player, 30 posts Tue 9 Oct 2018 at 13:30 |
Yeah, those are great points. That eye gouge was rough with the -10 to combat difficulties. You bring up good points about the sticky or individual threads Whisper. | |||||||||||||||||
Derrick GM, 89 posts Tue 9 Oct 2018 at 14:00 |
Yes you may! I have put up a thread for "Final Characters", and I'll try to stick an index at the front of it as characters go in.
I don't think we have instructions for how to "Approve" a character. Mostly you just need the other players in the scenario to agree that a character is valid. I'm playing GM in some of the games, but I'm hoping for a flatter structure than in most cases.
That's not a bad idea. I was hoping to page clutter, but you're right about sorting through combat threads and ooc threads. This is particularly relevant for the threads that will have multiple fights, like the martial arts tournament.
Whisper needs to assign quirks. The Cowboys and Indians fight is almost over, but we were looking into a second fight in daylight. | |||||||||||||||||
Whisper player, 10 posts Tue 9 Oct 2018 at 14:35 |
How are you guys getting the neat character sheet layout? Is that using GURPs Character Sheet? I use GCA, maybe i has an export template or something like that? Just curious, it's nice to have the weights listed out for basic lift, and all the other stuff. If I could automate that, it would save me a lot of time looking stuff up. Thanks for doing the character thread, I much prefer to have all that stuff centralized. I'll have access to the game from work today, but tonight I won't be around much. If there is a spot in cowboys and indians, I'll take a look maybe tomorrow. | |||||||||||||||||
Dblade player, 30 posts Wed 10 Oct 2018 at 03:15 |
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evileeyore player, 72 posts Wed 10 Oct 2018 at 04:18 |
Lane made the classic mistake of making an All Out Attack* and then failing to land the hit. That ranks right up there with invading Russia in the winter, engaging in land wars in Asia, and betting against Sicilians when death is on the line. * Note, it's the All Out Attack that removed Lane's defenses. Not the missing. But being parried and thus not injuring Demchugdongrub was just the icing on the being blinded cake. This message was last edited by the player at 04:18, Wed 10 Oct 2018. | |||||||||||||||||
Dblade player, 32 posts Wed 10 Oct 2018 at 04:37 |
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Whisper player, 12 posts Wed 10 Oct 2018 at 10:15 |
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Nicole player, 20 posts Wed 10 Oct 2018 at 12:01 |
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Derrick GM, 93 posts Wed 10 Oct 2018 at 13:20 |
We're using the extra effort in combat rules for martial arts, which means most things you would use an all out attack for can be yours for the cost of 1 FP. I surprised to NOT see those in the combat we just did. see page 131 of martial arts. | |||||||||||||||||
Vulco1 player, 34 posts Wed 10 Oct 2018 at 13:30 |
Oh well, we'll get it next time. | |||||||||||||||||
Nicole player, 21 posts Wed 10 Oct 2018 at 22:21 |
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Dblade player, 44 posts Wed 10 Oct 2018 at 23:12 |
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Nicole player, 22 posts Wed 10 Oct 2018 at 23:33 |
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Dblade player, 45 posts Wed 10 Oct 2018 at 23:39 |
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Nicole player, 23 posts Thu 11 Oct 2018 at 02:17 |
Maybe we can have a universal chance to re-evaluate our builds? Just since a lot of us were operating on different win conditions when we made our characters. (Plus, Push just got wayyyy better.) EDIT: Also, can "tapping out" be clarified? Given that we're otherworldly manipulators of the poor combatants in the ring, the big reasons for tapping out (choking, agony, etc.) doesn't force a player to have his/her character tap out. Unless there's going to be some kind of will check for continuing when certain afflictions get applied? This message was last edited by the player at 02:28, Thu 11 Oct 2018. | |||||||||||||||||
Derrick GM, 111 posts Thu 11 Oct 2018 at 13:01 |
If Dblade wants to fight under the old rules for this fight, we can certainly do that. A rebuild to allow tweaks to fit the rules, take advantage of lessons learned, and possibly expand the building rules to allow for more flexibility in spending the "Cinematic skills and techniques" points may be appropriate. We could also just revert to the old rule for all fights. | |||||||||||||||||
Derrick GM, 116 posts Thu 11 Oct 2018 at 17:27 |
Yes, it goes elsewhere. Its not defended against, its resisted in a quick contest, so criticals don't matter, except for the margin of success. What really matters is how the recovery roll next turn goes, which is a 50/50 shot. | |||||||||||||||||
Dblade player, 48 posts Thu 11 Oct 2018 at 20:06 |
This message was last edited by the player at 20:11, Thu 11 Oct 2018. | |||||||||||||||||
evileeyore GM, 84 posts Mon 15 Oct 2018 at 23:55 |
Only things that raise the Skill would effect damage... so no, Committed Attack (Determined) wouldn't apply... however... Committed Attack (Strong) would have. As for Karate, it increases damage done by Karate attacks, not 'unarmed' attacks*. For instance it doesn't increase Judo or Brawling attack damage. However Weapon Master (Unarmed) would apply. * For future reference if you wanted this combo to apply you'd take the Perk Skill Adaptation (Karate damage bonus with Push). This message was last edited by the GM at 23:56, Mon 15 Oct 2018. | |||||||||||||||||
Dblade player, 56 posts Tue 16 Oct 2018 at 00:00 |
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evileeyore GM, 85 posts Tue 16 Oct 2018 at 01:47 |
That Perk, Skill Adaptation, comes from GURPS Power-Ups 2 Perks. Taking it would require GM approval (naturally). Your style, T'ai Chi, has the Perk "Unusual Training (Push, May not step or move while doing so)", which has only one purpose: To allow Push to be taken without needing the TBaM Advantage. If you take TBaM this Perk is a waste of points and detrimental. Where do you get Perks? Most of the Templates in Martial Arts have the Advantage "Style Perks [1/perk]" that are available as Advantage choices. | |||||||||||||||||
Derrick GM, 129 posts Wed 17 Oct 2018 at 14:43 |
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Dblade player, 62 posts Wed 17 Oct 2018 at 14:48 |
That Perk, Skill Adaptation, comes from GURPS Power-Ups 2 Perks. Taking it would require GM approval (naturally). Your style, T'ai Chi, has the Perk "Unusual Training (Push, May not step or move while doing so)", which has only one purpose: To allow Push to be taken without needing the TBaM Advantage. If you take TBaM this Perk is a waste of points and detrimental. Where do you get Perks? Most of the Templates in Martial Arts have the Advantage "Style Perks [1/perk]" that are available as Advantage choices. </quote> The martial arts book says that you automatically get a number of non-style perks for every certain amount of points spent on your style though? | |||||||||||||||||
evileeyore GM, 87 posts Wed 17 Oct 2018 at 20:22 |
No. Martial Arts, pg 124 Style Perks: "A student with Style Familiarity may buy one Style Perk per full 10 points he has in that style’s techniques and required skills." This rule supersedes the suggested general rule of "allowed to purchase one perk per 25 Character points invested in your Character" from * I always think that rule came from Basic, but Basic has only the limit of "Rule Zero". | |||||||||||||||||
Vulco1 player, 35 posts Mon 22 Oct 2018 at 19:22 |
lol | |||||||||||||||||
evileeyore GM, 91 posts Mon 22 Oct 2018 at 20:14 |
I'm impressed with both of them. | |||||||||||||||||
Whisper player, 22 posts Mon 22 Oct 2018 at 20:29 |
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Dblade player, 72 posts Tue 23 Oct 2018 at 13:07 |
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Derrick GM, 143 posts Tue 23 Oct 2018 at 13:34 |
Yeah, I'm extremely disappointed in Pingbi's offensive capabilities. Gurps let grappled foes attack (at a penalty), and I can't use Judo to defend him from them. His damage output is super low, so a foe with more power can safely trade attacks. We also Both took enhanced defenses, and that means hitting with anything is pretty darn hard. Grappling also has the break free option, where ST is all that matters, and Pingbi is the weakest guy in the game. | |||||||||||||||||
Dblade player, 73 posts Tue 23 Oct 2018 at 13:51 |
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Joe player, 1 post Tue 23 Oct 2018 at 20:34 |
This message was last edited by the player at 20:36, Tue 23 Oct 2018. | |||||||||||||||||
Joe player, 2 posts Tue 23 Oct 2018 at 20:37 |
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Vulco1 player, 36 posts Thu 25 Oct 2018 at 14:32 |
Yeah, this is kind of a chess game of luck and attrition. I saw in the opening of Lane and Grub that we could stand around all day evaluating or get into it. I think both of our styles were the "get-into-styles" anyway. Also, I did't know what I as doing. Getting some good advice from the commentators out out here. But this is what two real fighters would be doing if their life was on the line and in game it's only been just over a minute. Lane lasted less than 30 secs. This message was last edited by the player at 14:32, Thu 25 Oct 2018. | |||||||||||||||||
Nicole player, 24 posts Fri 26 Oct 2018 at 01:54 |
1st Second: Demchug: Waits Lane: Moves 2nd Second: Demchug: Steps Lane: All-out Attack 3rd Second: Demchug: Eye-rakex2 Lane: Kiai 4th Second: Demchug: Foot-stomp, Skull kick Lane: Down Sorry, I shouldn't nitpick but... huah, it does illustrate how fast things can spiral in combat. | |||||||||||||||||
Dblade player, 86 posts Fri 26 Oct 2018 at 02:44 |
Will try and post in the morning. Midterms are kicking my butt. | |||||||||||||||||
Vulco1 player, 37 posts Fri 26 Oct 2018 at 14:44 |
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Dblade player, 88 posts Fri 26 Oct 2018 at 14:53 |
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Whisper player, 25 posts Tue 30 Oct 2018 at 03:33 |
Question: I have all the major 4E source books. Do you think that it's worth getting the set? I haven't run anything as a DM in 20 years, and the purchase seems geared to organizing a game. Just curious what your impression of the book is, sort of like asking a second opinion. | |||||||||||||||||
evileeyore GM, 97 posts Tue 30 Oct 2018 at 03:49 |
One thing first: There are two "Dungeon Fantasy" 'lines' when talking GURPS right now... DF: The long series which goes Dungeon Fantasy 1 Adventures, Dungeon Fantasy 2 Exploits, Dungeon Fantasy 3 The Next Level, etc DFRPG: The box set. This is DF... just condensed. It reprints all the rules from Basic, Campaigns, Low-Tech, and DF that 'are needed' to run a tight 'old schoolish' fantasy heartbreaker game. My hot take? It depends on what you prefer. A quick, easy setup game with condensed rules prepackaged for convenience? Then DFRP is probably right up your alley. If you want more then you should either get into DF, or start with DFRP and add the bits of the DF line that most interest you, liken them to supplements. Most things will line up perfectly. If you prefer diggin in and 'getting your hands dirty' with campaign building, you might just want to stick with Fantasy, Magic, Martial Arts, Low Tech, etc and do it all yourself. Personally, while I kinda like what they've done with DFRP, I'd have to add a few pages of rules back in to get what I want out of it (Extra Effort in Combat, some advanced injury rules, most of Martial Arts, a few more points for social skills on each template,etc). | |||||||||||||||||
evileeyore GM, 98 posts Tue 30 Oct 2018 at 03:57 |
https://www.rpgnow.com/product...me--Powered-by-GURPS
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Nicole player, 25 posts Tue 30 Oct 2018 at 13:32 |
Oooh, so... is it just winner vs. winner in the tournament? | |||||||||||||||||
Derrick GM, 160 posts Tue 30 Oct 2018 at 14:59 |
I don't think we've set up a combat system for the tournament yet. I would like to see what the two winners can do to each other though. | |||||||||||||||||
Whisper player, 26 posts Tue 30 Oct 2018 at 15:55 |
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Dblade player, 92 posts Tue 30 Oct 2018 at 17:03 |
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Derrick GM, 161 posts Tue 30 Oct 2018 at 17:10 |
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Vulco1 player, 39 posts Tue 30 Oct 2018 at 17:26 |
Lane can fight Whisper if there is no one else. I like everyone fighting everyone else. Like a Round Robin | |||||||||||||||||
Whisper player, 27 posts Tue 30 Oct 2018 at 18:43 |
EE, I'm leaning towards not getting the dungeon fantasy stuff because my local gaming group doesn't want to try GURPs. They seem to be hung up on AD&D 5th edition. I offered to run a campaign for them, and I didn't get much response (for now). Can you put up the stats for the Knight, and I'll start my work...? | |||||||||||||||||
evileeyore GM, 99 posts Tue 30 Oct 2018 at 18:45 |
Yes, I like this idea. See what each of you can do against each other. Then just compare victory totals. | |||||||||||||||||
Dblade player, 93 posts Thu 1 Nov 2018 at 03:57 |
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Derrick GM, 162 posts Thu 1 Nov 2018 at 14:26 |
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Nicole player, 26 posts Sat 3 Nov 2018 at 01:46 |
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Dblade player, 97 posts Sat 3 Nov 2018 at 05:51 |
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Nicole player, 27 posts Sat 3 Nov 2018 at 06:12 |
Woooo Do I repost? | |||||||||||||||||
Dblade player, 98 posts Sat 3 Nov 2018 at 06:28 |
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Dblade player, 100 posts Sat 3 Nov 2018 at 17:14 |
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Whisper player, 36 posts Sat 3 Nov 2018 at 17:36 |
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Dblade player, 102 posts Sat 3 Nov 2018 at 18:47 |
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Vulco1 player, 51 posts Wed 7 Nov 2018 at 18:13 |
I may be looking too hard at it though. Also, we should get some tournament brackets up. | |||||||||||||||||
Whisper player, 41 posts Wed 7 Nov 2018 at 18:15 |
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Dblade player, 103 posts Wed 7 Nov 2018 at 18:35 |
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Derrick GM, 165 posts Wed 7 Nov 2018 at 18:52 |
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evileeyore GM, 102 posts Wed 7 Nov 2018 at 22:24 |
To be slightly more clear, there is no 'off-hand' when fighting unarmed. Boxing, Brawling, Karate, and Judo give single hand parries, so you may Parry without penalty with both hands (individual skills have individual penalties for parrying some types of attacks). Wrestling and Sumo require both hands in a Parry, so you don't have 'two separate hands' to Parry with. Each hand's iterative parries are tracked separately. So, if you Parry twice with your right and once with the left, your first parries with each are at no penalty, the second with your right is at -4*. Further parries with either hand are at cumulative -4* (-8 for the third right hand, etc) * -2 with Trained by a Master or Weapon Master (Unarmed Skill). | |||||||||||||||||
Dblade player, 104 posts Thu 8 Nov 2018 at 01:42 |
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Whisper player, 42 posts Thu 8 Nov 2018 at 02:05 |
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Whisper player, 43 posts Fri 9 Nov 2018 at 21:13 |
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Dblade player, 105 posts Fri 9 Nov 2018 at 21:23 |
Also, did we settle the rules on ringout because it'll effect my build. | |||||||||||||||||
Whisper player, 44 posts Fri 9 Nov 2018 at 21:42 |
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Nicole player, 28 posts Sat 10 Nov 2018 at 01:51 |
I mean, it makes "roll with blow" a little dangerous, but... not utterly killer. | |||||||||||||||||
Derrick GM, 166 posts Sun 11 Nov 2018 at 14:05 |
given the lack of objections, We're going to allow tweaks. Tweaks have the following attributes: They aren't a rework of the entire character. Points are moved from expenditures that seem ineffectual to ones that appear to be weaknesses. All changes are explicitly declared at the time they are made. You don't get to just post a new sheet. Sheets should be still legal according to character building rules | |||||||||||||||||
Vulco1 player, 52 posts Mon 12 Nov 2018 at 16:37 |
I thought we settled on ring out being a condition of defeat instead of a time-out. I'll see if some tweaks can be made to Lane. | |||||||||||||||||
Whisper player, 45 posts Mon 12 Nov 2018 at 16:41 |
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Derrick GM, 167 posts Mon 12 Nov 2018 at 16:46 |
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Whisper player, 46 posts Mon 12 Nov 2018 at 17:19 |
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Nicole player, 29 posts Mon 12 Nov 2018 at 21:24 |
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Dblade player, 106 posts Mon 12 Nov 2018 at 22:34 |
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Nicole player, 30 posts Tue 13 Nov 2018 at 10:19 |
Oh hush, you'll be fine! | |||||||||||||||||
evileeyore GM, 103 posts Tue 13 Nov 2018 at 11:05 |
... finely ground mince meat! | |||||||||||||||||
Dblade player, 112 posts Fri 16 Nov 2018 at 05:58 |
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Nicole player, 36 posts Fri 16 Nov 2018 at 07:08 |
This message was last edited by the player at 07:08, Fri 16 Nov 2018. | |||||||||||||||||
Dblade player, 113 posts Fri 16 Nov 2018 at 18:33 |
I gave Baogang a series of tweaks. Replaced Forceful Chi with Extra Attack, got rid of Push since it was hard to have at a high level without Forceful Chi, and got rid of Roll With Blow since I rarely used it even though it's potentially useful. also figured out I only needed to put two points into Breath Control. I think since I'm using Judo as my base for Pressure Points, I didn't need Pressure Point Strike since it only happens as a secondary consequence of a successful Arm, Leg or Head Lock so the targeting penalty doesn't apply? I used the freed up points from all this to buff Arm Lock and Pressure Points to reasonable levels and pick up Mental Strength, since I forgot it was on the Tai Chi Chuan skill list and I keep getting screwed by Kiai. I dropped Fit and Ambidexterity and sacrificed a level of Enhanced Parry to pick up Combat Reflexes. I'm hoping this build should work better given the lessons I've learned. | |||||||||||||||||
Derrick GM, 171 posts Mon 19 Nov 2018 at 13:46 |
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Dblade player, 114 posts Mon 19 Nov 2018 at 15:07 |
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Vulco1 player, 53 posts Mon 19 Nov 2018 at 22:11 |
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Nicole player, 37 posts Tue 20 Nov 2018 at 06:52 |
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Vulco1 player, 54 posts Tue 20 Nov 2018 at 17:02 |
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Dblade player, 119 posts Tue 27 Nov 2018 at 04:03 |
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evileeyore GM, 111 posts Tue 27 Nov 2018 at 05:42 |
I hope Master Mu Kao wins via punching... if he has to resort to stomping... well... (Admittedly there is less risk with his shin kicks; if his foe has any DR, even DR 1 Tough Skin, he risks injuring his hand)
17 is not absurd. Not at 200 points anyway. I mean, okay, it's high. Top range human athlete. But it's not insurmountable. It's only slightly higher than the average grappling skill. You want absurd ST?‡ My 250 point DF Barbarian (Wrestler) has an absurd ST. She has a ST 30 (and it's straight ST 30, no Lifting ST, Striking ST, Arm ST, or any of the ways of getting up there on 'the cheap'*). And with Power Blow† and few minutes of huffing and puffing and getting ready, no door bars her way! And she has the Power Grappling Perk. And DR 10 (Tough Skin). And isn't allowed in civilized towns... because she's an Ogress. And tends to accidentally knock things over. Like buildings. * Okay, SM +2 does bring the cost down a bit. † Skill 11, so, it's one of those "Take Extra Time" things, and Power Blow x3 is probably never gonna happen. ‡ Something I've learned with RPoL is you don't build the character you want to start play with, you build the character you want to end play with. Because you aren't going to advance with anything resembling rapidity. After 2 1/2 years of playing that Barbarian Ogress, she still in the first mission and hasn't earned a single exp. I've been in slower games, and faster games, but it's something to consider when genning up a character. It'll probably be awhile before you see any points to advance with. | |||||||||||||||||
Dblade player, 120 posts Tue 27 Nov 2018 at 11:55 |
This message was last edited by the player at 11:57, Tue 27 Nov 2018. | |||||||||||||||||
Whisper player, 49 posts Tue 27 Nov 2018 at 16:10 |
Back from my vacation. I had intended to post while I was away some, but my Dad also went into the hospital the day I left. We almost lost him. He hopes to go to a rehab facility possibly today, and then we expect he will come home at some point. Just wanted to explain the absence, since it was more abrupt and complete than I had expected. Should get caught up on the game in the next day or so. Thanks! | |||||||||||||||||
Derrick GM, 176 posts Tue 27 Nov 2018 at 16:59 |
This message was last edited by the GM at 16:59, Tue 27 Nov 2018. | |||||||||||||||||
Dblade player, 121 posts Tue 27 Nov 2018 at 17:58 |
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evileeyore GM, 114 posts Tue 27 Nov 2018 at 22:16 |
True enough. But we're all here to learn GURPS on a PbP style set-up... so I was mostly just ruminating on one of the drawbacks of the PbP style. At least that where that old man rambling digression ended up.
I'll have to reread that one, but I may be able to offer some suggestions for grappling higher ST foes. I'll try to reread and come back to this later tonight, right now it's off to game night. | |||||||||||||||||
Dblade player, 122 posts Wed 28 Nov 2018 at 17:06 |
I kind of assume it does, given that the text for 'One Hand Grappling'(Martial Arts p. 116) specifically says you don't gain the additional +5 on the Arm Lock if it's performed with one hand? Also, since Baogang has multi-attack, can he apply an arm lock and work it for damage in the same turn? Also the text for Pressure Points (Basic/characters p. 215) says that you can apply it after successfully getting a lock and that it happens in addition to any other affects without counting as an attack, but it doesn't say anything like 'on your next turn'. So, can it happen in the same turn the lock is applied? | |||||||||||||||||
evileeyore GM, 117 posts Wed 28 Nov 2018 at 22:20 |
Yes. Weren't you guys doing that? Also note that in a "One Handed Arm Lock" (ie you are holding them using only one of your hands) you're at +0 if they try to break free.
No as the Arm Lock damage is passive and not an attack. It just happens on the next turn, and every turn thereafter that the Lock is retained, if you want it to.
This is correct. Pressure Points is just added icing to your Arm Lock cake. | |||||||||||||||||
Dblade player, 126 posts Thu 29 Nov 2018 at 00:19 |
Pingbi only ever used One Handed, to prevent Baogang from rearranging his face with the free limbs, so we avoided it. When Pingbi did decide to use two hands it was for a straight body grapple and Baogang just responded by punching him a lot. I suppose Baogang avoids a bit of that because of Extra Attack letting him follow through on his grapples more often
That's fine, good to know.
Excellent. Strategies are forming now. | |||||||||||||||||
Whisper player, 51 posts Thu 29 Nov 2018 at 16:39 |
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Nicole player, 40 posts Thu 29 Nov 2018 at 19:59 |
Don't worry if you need some time between posts! One of the advantages of PbP is that it fits busy schedules. Take care of yourself and just pop around when time permits! | |||||||||||||||||
Dblade player, 127 posts Thu 29 Nov 2018 at 20:28 |
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Vulco1 player, 55 posts Mon 3 Dec 2018 at 15:20 |
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evileeyore GM, 134 posts Mon 3 Dec 2018 at 23:27 |
Two crits, a near crit and near max damage on both attacks? Whoosh. But RNG "paid it back" wasting a crit on a Feint and that terrible critical hit result. | |||||||||||||||||
Dblade player, 141 posts Mon 3 Dec 2018 at 23:31 |
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Whisper player, 73 posts Mon 3 Dec 2018 at 23:35 |
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Dblade player, 142 posts Mon 3 Dec 2018 at 23:37 |
This message was last edited by the player at 23:39, Mon 03 Dec 2018. | |||||||||||||||||
Whisper player, 74 posts Mon 3 Dec 2018 at 23:51 |
Let's assume he gets 2 attacks. In a normal situation, I believe one comes before you, and then the other after you in the round. He performs an all-out attack. Even if you fail to defend, it's a feint, so you are uninjured. That means your next defense is all but impossible. However, before that next attack is launched, don't you get your attack? I'm probably not picking up on something, but that's why I ask. It may be that the critical feint trashes him for the round, so his attack is also null and void. I just want to understand what happened a little bit better. I thought I was good at GURPs, but I'll just say I'm solid now. | |||||||||||||||||
evileeyore GM, 135 posts Mon 3 Dec 2018 at 23:53 |
While an MoS of +14 is nigh impossible for Bao to beat (with a skill of 15 + 2 for Evaluate), you still get a roll. You might roll a 3 and wipe out the Feint. And you still get defenses, at least against the second kick (the first was a crit). Bao isn't making Death Checks yet. And you can always roll, even at negatives for defense... you just need to roll a 3 or 4 at that point. RNG might just swing your way man. [EDIT] Just to highlight the relevant rule:
Bolding is mine. [/EDIT]
That was an All Out Attack (Feint), which is basically a Double (so two attacks, but the first is always a Feint) and the second attack a Rapid Strike. So yes, for this turn, by giving up any chance for Master Mu to defend himself if Bao attacks back, he get's 3 attacks. Rapid Strike, Basic pg 370: Trade one attack for two attacks at -6 to skill on both attacks. So you can take an Attack Maneuver and turn it's single attack into 2 for a penalty of -6. Or an All Out Double and get three attacks, one at regular skill and two at -6. Halve penalties with Weapon Master or Trained by a Master. Flurry of Blows also reduces penalties by half at a cost of 1 FP per attack. Martial Arts pg 127 outlines Optional Cinematic rules allowing for more than 2 attacks with Rapid Strike, which I presume we're using. And finally, it's a GM call as to whether or not Flurry of Blows and the halving from Weapon Master or Trained by a Master stack... in my home games I allow it, but I'm not sure if Derrick does. This message was last edited by the GM at 00:01, Tue 04 Dec 2018. | |||||||||||||||||
Dblade player, 143 posts Mon 3 Dec 2018 at 23:58 |
This message was last edited by the player at 23:59, Mon 03 Dec 2018. | |||||||||||||||||
Whisper player, 75 posts Tue 4 Dec 2018 at 00:57 |
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evileeyore GM, 136 posts Tue 4 Dec 2018 at 01:43 |
Maybe. Not sure if Derrick is allowing Flurry and WM/TbaM halvings stack. Though, you could All Out Attack (Determined) and get those 4 attacks at +1 to skill for 4 FP (also if we're using the Rapid Strike Cinematic rules). Or Committed Attack (Determined) and get them at -1 to skill.* * Which I considered, but Committed Attack wouldn't have given Master Mu the Movement to close to 1 yard as Committed only allows for up to 2 Steps. I also considered letting Bao Evaluate one more time and then pouncing... but eh... Mu is an overconfident gambler.
Yeah. A high octane Action/Cinematic game can get crazy pants in combat. | |||||||||||||||||
Derrick GM, 198 posts Tue 4 Dec 2018 at 17:59 |
Note that with extra attack, only three FP need to be burned to pull the stunt off, and one of them is at +4. | |||||||||||||||||
Dblade player, 144 posts Tue 4 Dec 2018 at 18:17 |
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Vulco1 player, 56 posts Tue 4 Dec 2018 at 20:32 |
I'd guess, Mu Kao, Pingbi or Baogang? I worked this up too: ![]() This message was last edited by the player at 16:04, Wed 05 Dec 2018. | |||||||||||||||||
Whisper player, 76 posts Tue 4 Dec 2018 at 21:11 |
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Dblade player, 145 posts Tue 4 Dec 2018 at 22:34 |
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evileeyore GM, 137 posts Wed 5 Dec 2018 at 07:36 |
We could fight again. I'd like to see how well Master Mu does when two crits in row don't wipe out his foe. | |||||||||||||||||
Dblade player, 146 posts Wed 5 Dec 2018 at 07:41 |
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Nicole player, 63 posts Wed 5 Dec 2018 at 09:16 |
I guess it's also me vs. Pingbi or Mu Kao... | |||||||||||||||||
Mari player, 45 posts Wed 5 Dec 2018 at 09:52 |
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Derrick GM, 199 posts Wed 5 Dec 2018 at 15:02 |
I retired Pingbi. He lacks the ability to deal damage, and he is very difficult to hurt, which makes him tedious to play and play against. There is a change that would make him viable as a characters, but it involves swapping his karate(12) with his Judo (18) and his arm lock with kicking. That's an exceptional change, and would probably involve reworking his disadvantages as well. It wouldn't be the same character. He would my #1 pick for beating Demchug though. Pingbi had an effective 20 against Kiai. | |||||||||||||||||
Derrick GM, 201 posts Wed 5 Dec 2018 at 15:05 |
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Vulco1 player, 57 posts Wed 5 Dec 2018 at 15:59 |
That sounds good. I may rustle something up and get in there. Do we need more cowpokes or indians? This message was last edited by the player at 16:05, Wed 05 Dec 2018. | |||||||||||||||||
Vulco1 player, 58 posts Wed 5 Dec 2018 at 16:04 |
Lane is ready. | |||||||||||||||||
Dblade player, 147 posts Wed 5 Dec 2018 at 16:08 |
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Whisper player, 77 posts Wed 5 Dec 2018 at 19:58 |
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Mari player, 46 posts Thu 6 Dec 2018 at 13:32 |
While it would be okay for someone to join me on the Indian side, it is not necessary. I'd prefer if the other players go for Cowboys/Cowgirls to fight my Indian girls. The scenario will be pretty straightforward to avoid having to use a map. | |||||||||||||||||
Vulco1 player, 60 posts Thu 6 Dec 2018 at 15:34 |
I'll work up a cowpuncher and we'll see what's up. I'm about halfway through the character. I'll have to check through my book when I get home. This message was last edited by the player at 16:05, Thu 06 Dec 2018. | |||||||||||||||||
Vulco1 player, 61 posts Fri 7 Dec 2018 at 04:43 |
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. | |||||||||||||||||
Mari player, 47 posts Fri 7 Dec 2018 at 12:49 |
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 |
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 |
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 |
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Vulco1 player, 63 posts Fri 7 Dec 2018 at 15:46 |
You got it. Thanks | |||||||||||||||||
evileeyore GM, 153 posts Fri 7 Dec 2018 at 19:53 |
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 |
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 |
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 |
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 |
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 |
Greetings Balir! /Stenet, Jednesa, Jareth...
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 |
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 |
Man, that was bugging me. | |||||||||||||||||
evileeyore GM, 161 posts Tue 11 Dec 2018 at 14:49 |
Kromm (Sean Punch) woke up and replied to a thread I started on this topic on the GURPS forums:
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 |
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evileeyore GM, 162 posts Wed 12 Dec 2018 at 04:46 |
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 |
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Nicole player, 76 posts Wed 12 Dec 2018 at 06:50 |
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 |
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 |
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 |
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 |
http://forums.sjgames.com/showthread.php?t=127248 | |||||||||||||||||
Nicole player, 81 posts Mon 17 Dec 2018 at 04:32 |
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 |
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 |
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. | |||||||||||||||||
Whisper player, 84 posts Fri 28 Dec 2018 at 19:01 |
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Derrick GM, 240 posts Mon 31 Dec 2018 at 15:02 |
It'd make more sense to use a google drawing. But I agree that hex maps aren't ideal. | |||||||||||||||||
evileeyore GM, 207 posts Wed 23 Jan 2019 at 20:52 |
Wrestling Match https://twitter.com/DovySimuMM.../1087391834903580673 | |||||||||||||||||
Whisper player, 85 posts Wed 23 Jan 2019 at 21:06 |
Had some family stuff to attend to, sorry for the absence. | |||||||||||||||||
Dblade player, 220 posts Wed 23 Jan 2019 at 22:20 |
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Dblade player, 222 posts Sun 27 Jan 2019 at 21:53 |
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evileeyore GM, 212 posts Mon 28 Jan 2019 at 04:14 |
I hope not, Master Mu hasn't beaten everyone up yet... /jk /butseriously.jpg ;) | |||||||||||||||||
Derrick GM, 262 posts Mon 28 Jan 2019 at 15:44 |
So. if you're still involved in the martial arts competition, state so here and now. Please include your contestant's name. This message was last edited by the GM at 15:44, Mon 28 Jan 2019. | |||||||||||||||||
evileeyore GM, 214 posts Mon 28 Jan 2019 at 17:57 |
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Dblade player, 223 posts Tue 29 Jan 2019 at 12:05 |
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Fealtyseeker player, 1 post Mon 11 Feb 2019 at 18:00 |
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Derrick GM, 273 posts Tue 12 Feb 2019 at 16:53 |
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Fealtyseeker player, 2 posts Wed 13 Feb 2019 at 19:06 |
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evileeyore GM, 221 posts Thu 14 Feb 2019 at 01:33 |
Be wary, there is a difference between DF and DFRPG. DF = Dungeon Fantasy, a series that spans 33 supplements and a bunch of Pyramid articles. DFRPG = The Dungeon Fantasy Roleplaying Game, a 6 book box set with a few extra books published separately. The former came out over a span of a decade and is Sean Punch's loveletter to old school fantasy gaming, the later is a tightening and concising of the rules into a smaller format. DF requires GURPS Basic to run, DFRPG requires nothing more than it's boxset. | |||||||||||||||||
Derrick GM, 274 posts Fri 15 Feb 2019 at 13:59 |
The Fantasy battle wizard template is probably best boosted by 10 to 25 points, but its a very good base. Though for high power levels the DF wizard is preferable. | |||||||||||||||||
Dblade player, 224 posts Fri 15 Feb 2019 at 15:23 |
Alternately, since I do have the martial arts books, I could design and play the non-wizard bodyguard. This message was last edited by the player at 15:24, Fri 15 Feb 2019. | |||||||||||||||||
evileeyore GM, 224 posts Fri 15 Feb 2019 at 18:00 |
Note, for Wizard building, DFRPG is the simplest, as it has radically pared the spell list down to "what is useful in a dungeon and not problematic for rulings", but DF is right alongside side it as long as spell picking is keep simple and aimed at "dealing damage, not getting tricksy". The Fantasy templates, hmm let me look at those again... ssssss, I'd forgotten how weak they are. | |||||||||||||||||
Derrick GM, 275 posts Sat 16 Feb 2019 at 12:47 |
Most of the DF wizards additional power is in spell-count and physical Combat abilities. I find the two templates to be about the same in terms of the difficulty of building. Really, the hard part is spell selection. For that I recommend the free "Gurps Magic spell charts" If we use the DF wizard, I think a 125 point body guard is appropriate, and then we'd need 5 75 point bandits or 3 125 "Henchmen bandits". For the battle wizard, I think I'd start everyone but the wizard at 75 points, and use 2 bandits. We could also use the DF henchman apprentice, who is a weaker caster than the battle wizard but better at melee and costs the same. | |||||||||||||||||
evileeyore GM, 227 posts Sat 16 Feb 2019 at 18:30 |
Also capacity to start with all Hard spells at 21 (or other stuff, but spells at 21 is a biggee).
DF/RPG has more options... I find the more options a Player has the longer they take...
FACT!
I'll start working up some 75 point banditos. Are we allowing races from either source (DF or Fantasy)?
I'd almost advise against that route. He's as 'weak' as the Fantasy Battle Wizard, but has way more options. Also, we could open it up for more Wizards or do a straight up Wizard duel... like the Martial Arts competition. This message was last edited by the GM at 18:31, Sat 16 Feb 2019. | |||||||||||||||||
Dblade player, 225 posts Sun 17 Feb 2019 at 15:27 |
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Derrick GM, 278 posts Mon 18 Feb 2019 at 14:41 |
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evileeyore GM, 254 posts Thu 4 Apr 2019 at 22:01 |
Anyone else still around? | |||||||||||||||||
Dblade player, 226 posts Fri 5 Apr 2019 at 00:36 |
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evileeyore GM, 255 posts Fri 5 Apr 2019 at 02:43 |
It's been awhile, refresh my memory on what set-ups you are interested in. Maybe we can get something going (if there are other lurking about waiting for something interesting to start up). | |||||||||||||||||
Derrick GM, 298 posts Fri 5 Apr 2019 at 17:32 |
I was going to get involved with wizards, but I recently changed employment and have all sorts of obligations pulling me every which way. | |||||||||||||||||
evileeyore GM, 256 posts Fri 5 Apr 2019 at 23:27 |
I changed jobs about 6 weeks ago, and sleep schedules and have been sick twice... so the fact that this game wasn't updating didn't trigger with me. But we just added jackel to the mix (Hello jackel!), so maybe we can get a new tourney going and re-enliven the place. | |||||||||||||||||
jackel player, 1 post Sat 6 Apr 2019 at 18:03 |
I want to thank you evileeyore for the invite. I go by Colonel Kane over on the SJGames forum, but when I went to sign up for this, I evidently had signed up for under jackel untold years ago. Anyways, I am in need of learning GURPS, most combat and magic. I have 5 books for GURPS, both of the Basic book, Ultra Tech, Spaceships, and GURPS Traveller. I had intended to do a Traveller PbP, however with my discovery of GURPS Hammer, I now want to do a fantasy games as well. | |||||||||||||||||
Derrick GM, 299 posts Mon 8 Apr 2019 at 14:16 |
A series of simple shootouts in urban environments? A basic "elf vs. orc" fight? | |||||||||||||||||
jackel player, 2 posts Tue 9 Apr 2019 at 03:33 |
I have access to the GCS program and I created two Knights. One from the Fantasy? Template and one for the Dungeon Fantasy template. I would like to participate in same basic combat, then work my way up, by adding more. I understand the basic, but would like to 'run through a few' to get comfortable with it. I have read the combat examples on Mook's site, bit still all but the Basic goes over my head. | |||||||||||||||||
Derrick GM, 301 posts Tue 9 Apr 2019 at 11:42 |
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Dblade player, 227 posts Tue 9 Apr 2019 at 13:59 |
EDIT: Nevermind I misread, it works as-is, though it might be a little underwhelming to use, was just thinking of a likely character type for quarterstaff. This message was last edited by the player at 14:08, Tue 09 Apr 2019. | |||||||||||||||||
jackel player, 4 posts Wed 10 Apr 2019 at 14:24 |
OK I posted my Knight. I probably screwed it up. I did use GCS, but I did entered the text by hand. | |||||||||||||||||
Derrick GM, 303 posts Wed 10 Apr 2019 at 18:16 |
Ok, I see it. as a note, you can save your character sheet as a pdf in the "Save As" function of gcs, stick it somewhere public, and then link to it (google drives are popular for this). I assume this character is merely based on the template, seeing that you have weapon master and broadsword at DX+6, but only comfortable wealth? | |||||||||||||||||
jackel player, 5 posts Wed 10 Apr 2019 at 18:55 |
Yes, it is based on the Dungeon Fantasy template. My youngest two kids 16 and 12 are wanting to play and I figured it would be easier for me to convince the wife to purchase the Dungeon Fantasy 1 PDF at just $8 than to purchase the Fantasy for around $30. I might get the Fantasy for my birthday, but Magic is before it in the hit list. | |||||||||||||||||
evileeyore GM, 258 posts Wed 10 Apr 2019 at 22:42 |
Hmmm... let's see books you own, Basic Characters, Basic Campaign, Ultra Tech, Spaceships, and GURPS Traveller... So if you're running a DF game for two teens... my purchasing recommendations: Either go all in for the DFRPG boxset pdf (http://www.sjgames.com/dungeonfantasy/) which is $40 and has everything you need (ruleswise) to run a dungeon fantasy GURPS game*... or if you're set on going the DF route†... In this order, get these books: DF 1 Adventurers, DF 2 Exploits, DF 3 The Next Level, GURPS Magic (and Pyramid 3-60 Dungeon Fantasy III for the Wizardry Redefined article‡), DF 16 Wilderness, DF 11 Power Ups. These are pretty much core to running DF, 1 is adventurer templates, 2 is GMing rules, 3 is non-human races and some power-ups for the templates, 18 is GMing rules for outdoors adventures, and 11 is more power-ups and replaces 3 for this aspect. I'd start with 1, 2, and 3 and Magic at the minimum and get 16 and 11 PDQ. * DFRPG Boxset basically combines 1, 2, 3, Magic and Pyramid 3-60 Dungeon Fantasy III. And everything you need from the Basic books. But... it's kinda limited (at least those of us old hands at GURPS see it as limited) in that it really needs DF 11 and 16. † My actual recommendation is to go in with DFRPG Boxset and pick up DF 11 and DF 16. And then pick up other DF booklets as they strike your fancy, like 3 is good for the extra races that the DFRPG boxset doesn't have, DF 5 Allies is an excellent ally resource (for any fantasy game, not just a DF style game), as is DF 9 Summoners. DF 8 Treasure tables is a godsend. Etc. Then get Fantasy... then maybe Magic someday... then any other non-DF books that strike your fancy (GURPS 3e Religions is great!). ‡ Or ask and I can copy that one particular article from the magazine for you (though It's a Trap! by Christopher Rice is also excellent, if not quite as necessary). In fact... if someone were running their own Fantasy game and not using the DF line I'd strongly recommend they pick up DF 2 and 16 just for the rules those books have on running dungeons and outdoor settings. Seriously, I was a long time hold out against the DF series (it was 'too silly' to me) until I read DF 16 (it was recommended on the forums as a "must use for outdoor games", and not just for DF, for modern, Ultra-Tech, Post-Apoc, etc). DF 16 sold me on the series, so I went back and read DF 2 and discovered the silliness was seriously toned down in DF 2 and thereafter and was just a 'minor thing' in 1 that was overblown. This message was last edited by the GM at 22:44, Wed 10 Apr 2019. | |||||||||||||||||
evileeyore GM, 259 posts Thu 11 Apr 2019 at 00:00 |
Dungeon Fantasy RolePlaying Game Powered by GURPS (DFRPG Boxset) is an all-in-one setup. It's literally aimed at being the "GURPS fantasy starter set", in that you don't need Basic, Magic, etc. However, it doesn't show any of the "under the hood" mechanics and it's pretty thin on the ground for "breadth of resources". The Monsters book is pretty good, but it's missing a lot that other booklets will bring in. Spells is a pared down set of the spells from Magic and has none of the extra bits (like Alchemy, alternative magic set-ups, etc). The entire premise of DFRPG is that Adventurers... well adventure. They don't brew potions. They aren't blacksmiths. That don't rule fiefs. They leave the safety and comfort of Town and trek out to where the danger is, kill it, and bring back it's treasure. Party it all away (and buy gear and upgrades, etc) and then go out again next week when they've run out of beer money. | |||||||||||||||||
evileeyore GM, 260 posts Thu 11 Apr 2019 at 02:07 |
How far did you deviate from that base? And when you say "Dungeon Fantasy" which book are you referring to... because that's pretty far off template for DF but relatively close for the Knight from baseline Fantasy. | |||||||||||||||||
Derrick GM, 304 posts Thu 11 Apr 2019 at 12:19 |
So its based on a combination of the two. The skill list matches the fantasy template but has some different numbers and the [24] points sunk into a primary weapon from the DF knight. The DF knight and the Fantasy knight have very little to do with each other. DF is based on "Killing Monsters and Taking their stuff". It's "knight" means "heavily armed warrior without innate magical powers". Fantasy focuses more on emulating fiction and to some extent history (or at least historical tales). Its knight is mounted warrior from the aristocratic class who leverages expensive gear (like a heavy warhorse and full armor) to crush his foes. Also, the DF knight is built on over 3 times the points as the fantasy knight. Notes on the build presented:
----------------------------------- On the topic of books, you really only need the basic set to play. Many people here own lots and lots of books, and so we use them (especially the templates for this game) but they really aren't required, and basic really is a powerful set of rules all by itself. Its helpful to play with other folks to figure out some of the proper numbers for gurps, but that's why you're here! This message was last edited by the GM at 12:20, Thu 11 Apr 2019. | |||||||||||||||||
evileeyore GM, 261 posts Thu 11 Apr 2019 at 22:09 |
If it's effectively "Chivalric Code", it's worth the -15.
This is true. I only went into the depth I did as jackel mentioned buying DF 1... and Magic and then Fantasy... Which is more expensive than than just grabbing the boxset (pdfs anyway, the physical boxset is going to run I think $75 when they reprint it) DFRPG, and DF/DFRPG is basically "D&D style dungeon fantasy" in GURPS. Also.... in my opinion DFRPG is just simpler and easier to break into versus 'kitchen sink' DF (the two Basic books, DF 1-3, 11 and 16, Magic, and then anything else you pick up...). You can totally run a fantasy game out of the Basic books. Having the DF/DFRPG books just reduces the workload on the GM... | |||||||||||||||||
jackel player, 6 posts Fri 12 Apr 2019 at 03:57 |
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jackel player, 8 posts Wed 17 Apr 2019 at 17:39 |
New Knight is posted as a link. Let me know what I screwed up, please. | |||||||||||||||||
evileeyore GM, 262 posts Thu 18 Apr 2019 at 05:15 |
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Derrick GM, 305 posts Thu 18 Apr 2019 at 13:41 |
the DX is high. It should be 11, not 12, for [20] points, not [40] Broadsword should have [2] points, not [8] Savoir-Faire should have [2] points, not [1] Other than that it looks good! Yes, it feels on the weaker side, but its a 75 point template, and gurps handles low point play really well. The knight has a lot of money to spend on gear: its his "power" to win battles. total starting wealth is $20,000. Some GM's limit adventuring equipment to 20% of starting wealth, but a knight can justify putting much more money into his professional equipment. You probably want a heavy warhorse from campaigns page 460. (that's $5,000). Shop around for some armor, but watch your encumbrance (or rely on your horse and shield to get around and go all out). Check out melee weapon quality on characters page 274. Be sure to grab lances: they are your primary weapon. | |||||||||||||||||
jackel player, 10 posts Thu 18 Apr 2019 at 18:58 |
I think I got the changes correct. I did not 'purchase a lot equipment for this guy, even though I want him to be a major NPC in my campaign at some point, as since we are going into just combat i did not figure he would need anything other than armor and weapons. Going forward I would drop his armor further down and add more equipment, dang armor is HEAVY. I am envisioning Knights in the nation he is from as both the big heavy hitters that are typical knight, but also a class of swift cavalry. the world TL will be 4 as there will be some black powder weapons, but they will be rare. I know this is the Combat Club, so if I post anything that I should not please inform me. I will save my world posting for the SJG forums. I also tend to get long winded sometimes. Sorry in advance. | |||||||||||||||||
Derrick GM, 308 posts Fri 19 Apr 2019 at 16:22 |
You will want a horse. If you feel a different horse than the heavy warhorse fits best, go ahead and get that instead. In the final characters thread, please edit your posts and overwrite them rather than making a new post for each character. This is just to keep that thread clean. | |||||||||||||||||
Gavvin Quinn player, 1 post Sat 11 May 2019 at 14:37 |
Played GURPS 2nd and 3rd Editions and have recently taken it up again. I am here to sharpen up my 4th ed knowledge so that I can GM a Monster Hunters Game for some friends. | |||||||||||||||||
Derrick GM, 309 posts Wed 15 May 2019 at 18:24 |
Do you have any specific Monster Hunters fights you'd like to see for practice? | |||||||||||||||||
Gavvin Quinn player, 2 posts Thu 16 May 2019 at 20:54 |
Maybe.... I need to get proficient with 4th ed combat so I can judge the balance between my monsters and my PCs. hunters VS. Zombie horde (perhaps with a Necromancer leader) hunters vs. Vampire Hunter vs Werewolf etc. | |||||||||||||||||
evileeyore GM, 265 posts Thu 16 May 2019 at 23:10 |
My recommendation, make up some Monster Hunters, balanced as you'd expect them to be in your game, and we'll whip up some monsters, and we can run some combats with you running the Hunters. We'll put all the rolls out in the open so you can get a feel for the numbers. | |||||||||||||||||
Derrick GM, 310 posts Fri 17 May 2019 at 15:58 |
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Gavvin Quinn player, 3 posts Mon 27 May 2019 at 20:21 |
I don't mind using your characters. My campaign is going to limit Inhumans, experiments,psis, and witches. So guns and melee only for the most part. Feel free to set something up andd let me know how we are going to play it. | |||||||||||||||||
Derrick GM, 313 posts Wed 29 May 2019 at 01:11 |
I put up the first fight. Do you want to take the vampires or the hunters? I don't have someone running the other side yet. I can run them, or someone can volunteer. | |||||||||||||||||
evileeyore GM, 266 posts Wed 29 May 2019 at 01:21 |
If no one else pipes up, I can take whichever side is unrepresented. | |||||||||||||||||
Gavvin Quinn player, 4 posts Thu 30 May 2019 at 03:13 |
Where are pregens located? Map? Sorry... all new to this. This message was last edited by the player at 03:17, Thu 30 May 2019. | |||||||||||||||||
Derrick GM, 314 posts Thu 30 May 2019 at 13:26 |
The hunters are in the Final Characters thread. The last post has a link to a google docs folder with all of the pre-gens in it. A link to the map is in the thread "Monster Hunter Showdown: Feral Vampires in a Warehouse" The link initially went to the folder where I kept the map: I've updated it to show the specific warehouse. From here, we mostly use that thread for the game. If we need OCC chat, we can create a general Monster Hunter Showdown thread. | |||||||||||||||||
evileeyore GM, 267 posts Thu 30 May 2019 at 15:28 |
Oh good. I didn't want to have to deal with equipping them... :P | |||||||||||||||||
jackel player, 11 posts Sun 2 Jun 2019 at 22:02 |
I am still trying to find a way to add a horse to my knight. I met a guy on the facebook group and have joined a PbP that he has started up. My kids are coming up in a few days and I plan on introducing them to GURPS. I was able to buy the Fantasy and and Magic books plus the Harkwood PDF. Anyways, need to get off of here and back to the house work. | |||||||||||||||||
evileeyore GM, 270 posts Fri 14 Jun 2019 at 00:14 |
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VIVIT player, 1 post Fri 12 Jul 2019 at 08:32 |
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evileeyore GM, 271 posts Fri 12 Jul 2019 at 10:50 |
You've missed a number of duels/arenas folding because Players up and walked away. The Wizard Duel has not started and only Derrick has made a character so far. Feel free to make a character, I can rustle up Derrick and run a duel or two for you guys if you want to get a better feel for how magic battles play out. | |||||||||||||||||
Dblade player, 228 posts Fri 12 Jul 2019 at 11:24 |
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Derrick GM, 318 posts Fri 12 Jul 2019 at 14:56 |
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VIVIT player, 2 posts Fri 12 Jul 2019 at 17:16 |
How many points? What books are allowed? | |||||||||||||||||
Derrick GM, 319 posts Tue 16 Jul 2019 at 12:36 |
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Dblade player, 229 posts Wed 17 Jul 2019 at 11:41 |
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evileeyore GM, 272 posts Wed 17 Jul 2019 at 16:40 |
What are you missing? [EDIT] If it's Fantasy, I can copy the Template for you, if it's Magic, I can work with you to generate a spell list... it'll be shallower than what Derrick and VIVIT have access to but, it'll be broad enough for an arena fight. [/EDIT] This message was last edited by the GM at 16:43, Wed 17 July 2019. | |||||||||||||||||
Dblade player, 230 posts Wed 17 Jul 2019 at 17:24 |
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evileeyore GM, 277 posts Sun 11 Aug 2019 at 14:13 |
Is there something holding you guys back from posting? | |||||||||||||||||
VIVIT player, 6 posts Sun 11 Aug 2019 at 19:10 |
Oh, wonderful! Where's the map, by the way? There doesn't seem to be anything on the Game Map page. | |||||||||||||||||
evileeyore GM, 278 posts Sun 11 Aug 2019 at 19:44 |
On the Map Page utilize the dropdown menu and chose Map B. | |||||||||||||||||
VIVIT player, 7 posts Sun 11 Aug 2019 at 20:06 |
I don't see a "Map B" option. What page should I start from; the IC thread? I get different results on the Game Map page depending on which thread I'm viewing when I click the "Game Map" link. | |||||||||||||||||
evileeyore GM, 279 posts Sun 11 Aug 2019 at 22:53 |
Aha. I think I figured it out. If so, the mmap should now appear for you under Map B. Also, Map A should there as well. (If I'm right, it was a Groups Permission thing, no one but me and Derrick can see all the Groups, so i had to add everyone to A and B.) | |||||||||||||||||
Wing Commander player, 1 post Mon 26 Aug 2019 at 23:34 |
I have an idea for a WWII pilots game, nothing bananas, just regular WWII. I'm thinking about bombers because it's a crew, and I'm thinking early in the war, circa 40-41, British forces, based in Alexandria. I'm thinking that most of the game, of the role-playing happens off-mission, in and around the base. I'm anticipating that players could have a base character as well as a pilot/crew character, and I'm anticipating that there could be some mucking about in the desert or clandestine as well as flying, but that it's primarily a pilots in WWII game, not a cliffhangers game or a weird war game. The plane I'm thinking of is the Bristol Blenheim because it's historically accurate, it's a multi-role bomber, and it has a crew of 3. But for now, I want to test out some air combat, and I need people to do it! Stock 50 or 60 point pilots or crew, from the WWII book if you have it. And...im using gurps 3rd. Yes, yes. I know. Sorry. | |||||||||||||||||
Inky (GMT) player, 1 post Sun 8 Sep 2019 at 22:06 |
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evileeyore GM, 281 posts Mon 9 Sep 2019 at 03:20 |
There are two arenas at the moment, one... eh... kinda ongoing (The Wizards Duel) in which VIVT has fallen of the face the boards on, and the one Wing Commander seems to be gearing up towards. If your interested in the Wizard Duel, check out the Wizard Battles OOC thread (link to a message in this game), make a wizard, post him in the Character Creation thread till it's approved (link to a message in this game), then post it in the Final Characters thread (link to a message in this game). If you're interested in Wing COmmander's aerial combat idea, let him know. (Personally I'm a bit too burned out from lack of sleep and working 10 hour shifts 6 days a week to think too deeply about aerial combat rules). Likewise other arenas that got kinda started and then Players bailed out of that could easily be picked back up: Knight and the Dragon; Monster Hunters vs Vamps. Or if you have an idea or itch to see how some combat rules work, post your idea over in Scenario Brainstorming. | |||||||||||||||||
evileeyore GM, 283 posts Fri 27 Dec 2019 at 16:16 |
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Derrick GM, 326 posts Thu 2 Jan 2020 at 17:28 |
And not as deserted as some other games... | |||||||||||||||||
Mari player, 83 posts Thu 9 Jan 2020 at 23:02 |
I totally understand if you guys would not want to continue the last scenario, it got quite complicated. If anyone is up for continuing nevertheless, I'm game. If someone wants to start something else, I'm game as well. | |||||||||||||||||
Girl Interrupted player, 1 post Thu 19 Mar 2020 at 05:20 |
I am in the process of creating an Elfin Fighter with some kind of nifty sword fighting martial art style. Sylvan Swordlore, perhaps. At any rate, whoever thinks he's tough enough to take me on ... throw down your gauntlet and let's have at it! Unless you're afraid to fight a ... girl !!! |
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