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What is GURPS?
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<blockquote data-quote="ExploderWizard" data-source="post: 4329192" data-attributes="member: 66434"><p>1) You can modify the combat rules to suit your taste. Disabling limbs is a very effective tactic in realistic combat. You can make rules changes to suit the mood of the genre you are playing. For over-the-top fantasy action thats less gritty you can rule that it takes damage equal to the targets HP (instead of half) to cripple a limb. You can also rule that crippling effects don't take effect until AFTER the battle to let mighty heroes and villans fight at full capacity. Just remember that the rules as presented are gritty and semi-realistic (as much as a game can be) and that you can add or change them to desired level of larger than life action. For example in our DURPS game that I posted about earlier, as characters progressed they kept getting more and more HP. An 8th level (200 point) fighter having 30-35 HP made combat very heroic. Allowing a regular "person" to have this many HP threw out combat realism but gave us a more D&D-like feel with the amount of punishment these characters could take.</p><p></p><p>2) That depends on where and how he was hit. If he was nicked and bruised a couple points at a time it might take a while. He could be killed almost at once by a crossbow bolt to heart. ST 20 crossbow hits guard in the vitals for 10 (average) impaling damage. Guard has a mail shirt so 8 points get through. 8 x3 for a vitals shot =24 non critical points of damage in one shot. The guard needs to make a death roll after one shot. The basic rule is one extra death check for every 5 points he takes beyond this-OR he makes one roll at -1 for every 5 points (the second option is a bit deadlier) </p><p></p><p>Keep in mind that the rules allow for taking someone out quickly without cutting them to bits. A brain blow is a good option. Damage after DR (including skull DR) is x4 and the victim is knocked out when damage equals HP/2. So the 12 HP guard can be knocked out by a blow to the brain that does 2 points of damage (after DR)</p><p></p><p>Keep in mind what you want from the rules when modifying them. If you want fighters to be difficult to disable and combatants needing to hack through HP to down thier foes then taking out that guard fast becomes much harder.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4329192, member: 66434"] 1) You can modify the combat rules to suit your taste. Disabling limbs is a very effective tactic in realistic combat. You can make rules changes to suit the mood of the genre you are playing. For over-the-top fantasy action thats less gritty you can rule that it takes damage equal to the targets HP (instead of half) to cripple a limb. You can also rule that crippling effects don't take effect until AFTER the battle to let mighty heroes and villans fight at full capacity. Just remember that the rules as presented are gritty and semi-realistic (as much as a game can be) and that you can add or change them to desired level of larger than life action. For example in our DURPS game that I posted about earlier, as characters progressed they kept getting more and more HP. An 8th level (200 point) fighter having 30-35 HP made combat very heroic. Allowing a regular "person" to have this many HP threw out combat realism but gave us a more D&D-like feel with the amount of punishment these characters could take. 2) That depends on where and how he was hit. If he was nicked and bruised a couple points at a time it might take a while. He could be killed almost at once by a crossbow bolt to heart. ST 20 crossbow hits guard in the vitals for 10 (average) impaling damage. Guard has a mail shirt so 8 points get through. 8 x3 for a vitals shot =24 non critical points of damage in one shot. The guard needs to make a death roll after one shot. The basic rule is one extra death check for every 5 points he takes beyond this-OR he makes one roll at -1 for every 5 points (the second option is a bit deadlier) Keep in mind that the rules allow for taking someone out quickly without cutting them to bits. A brain blow is a good option. Damage after DR (including skull DR) is x4 and the victim is knocked out when damage equals HP/2. So the 12 HP guard can be knocked out by a blow to the brain that does 2 points of damage (after DR) Keep in mind what you want from the rules when modifying them. If you want fighters to be difficult to disable and combatants needing to hack through HP to down thier foes then taking out that guard fast becomes much harder. [/QUOTE]
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