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GURPS GMing: Building encounters?

jimmifett

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So, I'm spoiled by the ease of DnD4E, and have never been a GM for a GURPS game.

I've skimmed through my campaign book for Gurps 4e, but I seem to be missing some of what I feel is important info for building encounters / adventures.

How do I build to balance against players? How do I scale difficultly? What are good guidelines for the equiv of DC checks? Would I use penalties to skill checks as a replacement for DCs?

Some example adventures (not the Caravan) would probably help and get me in the mindset coming from the d20 side of things.

Are there any good primers for adventure writing for Gurps?
 

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I've never tried this, but he seems to know what he's talking about.
Balancing Encounters - Nymdok's Gurps Addons

when I ran GURPS I'd usually just grab the stats and features I wanted and winged it, with exp as a GM in general and GURPS i'd kind of thumb it. Also it helped playing with a group that was OK with running away. Or finding some other way to deal with a situation other than combat.
 

One thing I feel is worth mentioning is that tactics are far more important in GURPS. A bunch of mooks using good tactics can possibly be as tough as a combat powerhouse who uses poor tactics.

Beyond that, skill levels are going to matter. Enemies with poor skill are not going to be as tough as enemies with expert levels of skill. The chapter in the Basic Set which talks about skills should talk about that. I believe GURPS Light touches upon it as well, but it's been a while since I've looked at Light, so my memory is a bit fuzzy.

You're correct in thinking modifiers to skill will be used instead of DCs. Modifiers usually range from -10 (extremely difficult/virtually impossible under most circumstances) to +10 (so easy that you may not even require a roll.) There are also modifiers to skill based on conditions such as darkness; aiming for a specific body part, and things of that nature. Modifiers typically do stack up.

So, let's say I have a skill of 15 in broadsword. I declare that I am swinging for my opponent's leg which gives me a -2. I would roll against skill 13. Now let's say I try that in a dimly lit room. (We'll say for sake of arbitray example that the GM decides there is a -3 penalty for darkness.) I would roll against skill 10.


I'll also add that GURPS combat is less forgiving than D&D 4E combat (D&D is pretty easy on the PCs when it comes to a lot of things.) That's not to say GURPS is harsh, but compared to D&D, it may be perceived as such. Though it's important to remember that GURPS does not use static defenses; you're not expected to just stand there with a static AC number and get hit. The defender usually has the option to dodge, parry, and/or block.

One of the upsides I personally found to have come from the way GURPS treats combat is that other options become more attractive than they are in D&D 4E.

I'm sure others will chime in with more advice. I'm away from my books and notebooks at the moment. I'll try to add more later. Though, personally, I tend to just think out in my head how I feel an encounter would actually play out 'for real.' Yes, I know things such as fireballs and dragons are not 'real,' but I find it helpful to play out the scenario in my head as though the elements (even the fantastic ones) in a combat were being used in an actual real life encounter. Things such as massive numbers matter much in the way you'd expect them to in an actual fight.

Oh... don't bother to stat out every detail for mooks or faceless NPCs if you don't need to. It's often plenty enough to know that Guard #3 has X skill in a weapon, Y hitpoints, and defenses of Z.

Be sure to check out the Steve Jackson Games fora. The people there were extremely helpful when I started GURPS.
 

Just to add to what Johnny3D3D said, GURPS has some more meaningful options for characters in combat situations than D&D offers. Things like cover and good positioning are as important as high skill. Carrying a shield isn't a boring little bonus but a whole suite of new defensive actions. You don't necessarily need to kill opponents to put them out of commission. A solid hit can put an opponent out of the fight so it's just just a game of who can deal the most damage in a round.

As far as balance goes look at the probability table in the Skills chapter. A skill of 14 or better is professional level, 12-13 is above average, and 10-11 is average. Don't give low end mooks skills of 14. Once penalties for things like range/movement are applied rolls for mooks should be difficult. Opponents with high skill in areas are significant challenges. Look at the deviation from the average and the probability of a bad guy's success to gauge their challenge level.
 

An important thing to keep in mind is that there really are srength in numbers. D&D PCs can regularly face groups that outnumber them 3 to 1 or more.

Even scub opponents will eat you alive in GURPS due to the limited number of defenses available and the 1 second combat round. This means that two 25 point thugs are much deadlier than a single 50 point thug.

This is possibly the most crucial thing to pay attention to when setting up GURPS encounters.
 


If you're going for a D&D style game, the following bits might be helpful.


Unless an encounter is supposed to be easy overall and/or a minion/fodder battle, there should be at least one creature which has a chance to punch through the DR of the most heavily armored PC. However, it's a bit of a balancing act. If that much damage output would annihilate the PC with the lowest DR, consider things other than direct damage such as armor divisors and attacks which don't interact with DR.

Minions that outnumber the party should have weak attacks that are dangerous mainly because the threat of lucky rolls increases
when the amount of rolling (due to more creatures) increases. Minions should still be able to hurt the PC with the lowest DR.

These are both general guidelines; there may be some encounters you want to play out differently. Also, like with any rpg, a lot is going to depend upon your group. Figuring out how the game interacts with your group, their skill level, and playstyle is often more art than skill. This ties into encounter design because what might be trivial or too easy for one group may be deadly to another; that's just as true in D&D as it is GURPS.
 


OK, so i've going building some templates and doing some early world building for my game.

It's a Modern game. I've taken the Walking Dead thread's original plot premise (scant details as there are) and felt the begining had a good start to it, being on a plane while Z-day unfolds below you.

I've got some backstory of why Z-Day happened in my game and tied it to recent world events.

I opted for 100pt PCs, regular ppl you'd find on a plane.

I've been building 33 different templates for players to select from that represent the various kinds of jobs I'd want PCs to select from. I basically took the dnd4e skill tree, tossed a couple skills, added a couple relevant to modern day, and made 3 templates for each of the 11 dnd-ish skills. Some more focused in that skill, others more cross discipline, but still functional for that skill. All based on careers. 70pt templates, allowing for plenty of customization by the player.

While building these templates, I noticed a few things.
For "Average Human Joe Schmoe", a negative modifier to any skill is brutal! Having a normal occupational skill level of say, 12, and being hit with a -2 penalty takes your chance of success from near 75% to 50%.
If your skill level is 10 (you use this skill frequently enough in life, but it doesn't pay your bill), that same -2 takes you to 26% chance of succeeding. Ouch! I'm used to d20 penalties knocking 5-10% off ability to succeed. I'm definately going to have to look carefully at difficulty modifiers as I build encounters and scenes. I'd think this would have been stressed more in the Campaigns book.
 


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