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them their targets fought back with spear and axe but didn t land any blows esmond seeing things much more clearly than anyone else realized that the dead orcs weren t advancing on him instead they had turned on the live orcs and the living and the dead were now locked in battle he began to run toward the other group shouting for everyone to fall back talman ran back toward sophie and ganz and so did quexechetl after sophie shouted at him one of the dead orcs followed but the rest attacked their live counterparts quexechetl turned to take on the lone dead orc sinking his teeth into its neck and then wrenching until the head came off the body fell no longer animated and quexechetl was a little disappointed that the head stopped moving as well a few yards away the battle between the living and the dead tilted in favor of the latter and the commander fell four surviving living orcs fled into the night and the dead ones simply milled around senselessly esmond lured the group of them away from the fallen staff bearer while talman ran in and grabbed the staff he carried it back to the others it was an unremarkable wooden staff decorated only by a dead bird attached to the head the circus then turned back to the larger battle below them in the dark wondering how king miklo s army was faring against the horde of dead orcs so how did that go for the second time in the two year history of this game the players did pretty much the right thing the whole way through they didn t figure out what was magical about the cabinet but they stopped fiddling with it when they discovered an escape route i put a secret one hour time limit on the magical protection that kept the dead orcs outside the tower and the party left right before it expired then when they left esmond made his perception roll to spot the orc shaman and his guards the party went straight there and they correctly guessed that the guy with the staff was commanding the dead orcs you could criticize mike for switching targets from the shaman to the orc leader at the last minute but that turned out fine the leader made a very good tactics roll just after getting shot and managed to rally his troops but when esmond shot the shaman killing him instantly the dead orcs all went uncontrolled and started attacking the nearest visible living targets the orc leader was already in negative hit points from esmond s first shot so it was only a matter of time before he dropped the living orcs never really had a chance posted by grouchy chris at 1 15 pm no comments email this blogthis share to x share to facebook share to pinterest labels circus sophia game session gurps wednesday march 27 2013 gurps combat choices deceptive attack and telegraphic attack update martin leuschen pointed out an error in the table since fixed my thanks to martin for keeping my honest patric halter over at renovating the temple beat me to it with this post but here is my take on deceptive attack and telegraphic attack in gurps combat deceptive attack is a combat option that lets you penalize your opponent s defense by 1 for every 2 you take to your attack roll the only limits are your gm s indulgence and a minimum final skill level of 10 telegraphic attack on the other hand is a combat option that goes in the other direction you can add 4 to your attack skill but your opponent s defense increases by 2 unlike da you don t get to pick how much telegraphic attack you want to use it s 4 2 or nothing also ta doesn t affect your chances of scoring a critical hit to determine if you got a critical you use the skill you had before adding the ta bonus so when do you want to use telegraphic attack when do you want to use deceptive attack and how much here s a handy table i made defense attack 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 3 ta ta ta ta ta ta ta ta ta ta flee flee flee flee flee flee flee flee 4 ta ta ta ta ta ta ta ta ta ta ta flee flee flee flee flee flee flee 5 ta ta ta ta ta ta ta ta ta ta ta flee flee flee flee flee flee flee 6 ta ta ta ta ta ta ta ta ta ta ta flee flee flee flee flee flee flee 7 ta ta ta ta ta ta ta ta ta ta hold hold flee flee flee flee flee flee 8 ta ta ta ta ta ta ta ta ta ta hold hold hold flee flee flee flee flee 9 ta ta ta ta ta ta ta ta hold hold hold hold hold flee flee flee flee flee 10 ta ta ta ta ta ta ta hold hold hold hold hold hold flee flee flee flee flee 11 ta ta ta ta ta ta hold hold hold hold hold hold hold flee flee flee flee flee 12 ta ta ta ta hold hold hold hold hold hold da 1 da 1 da 1 da 1 flee flee flee flee 13 ta ta hold hold hold hold hold hold hold da 1 da 1 da 1 da 1 da 1 flee flee flee flee 14 hold hold hold hold hold hold hold da 1 da 1 da 1 da 1 da 2 da 2 da 2 da 2 flee flee flee 15 hold hold hold hold hold hold hold da 1 da 1 da 1 da 2 da 2 da 2 ta ta ta hold hold 16 hold hold hold hold hold hold hold hold da 2 da 2 da 2 da 2 hold hold hold hold hold hold 17 hold hold hold hold hold da 1 da 1 da 1 da 2 da 2 da 3 da 3 hold hold hold hold hold hold 18 hold hold da 1 da 1 da 1 da 1 da 1 da 1 da 1 da 3 da 3 da 3 da 3 da 1 da 1 hold hold hold 19 hold hold da 1 da 1 da 1 da 1 da 2 da 2 da 2 da 3 da 3 da 3 da 4 da 1 da 1 hold hold hold 20 hold hold da 1 da 2 da 2 da 2 da 2 da 2 da 2 da 2 da 4 da 4 da 4 da 4 da 2 da 2 hold hold 21 hold hold da 1 da 2 da 2 da 2 da 2 da 3 da 3 da 3 da 4 da 4 da 4 da 5 da 2 da 2 hold hold 22 hold hold da 1 da 2 da 3 da 3 da 3 da 3 da 3 da 3 da 3 da 5 da 5 da 5 da 5 da 3 da 3 hold 23 hold hold da 1 da 2 da 3 da 3 da 3 da 3 da 4 da 4 da 4 da 5 da 5 da 5 da 6 da 3 da 3 hold 24 hold hold da 1 da 2 da 3 da 4 da 4 da 4 da 4 da 4 da 4 da 4 da 6 da 6 da 6 da 6 da 4 da 4 25 hold hold da 1 da 2 da 3 da 4 da 4 da 4 da 4 da 5 da 5 da 5 da 6 da 6 da 6 da 7 da 4 da 4 26 hold hold da 1 da 2 da 3 da 4 da 5 da 5 da 5 da 5 da 5 da 5 da 5 da 7 da 7 da 7 da 7 da 5 27 hold hold da 1 da 2 da 3 da 4 da 5 da 5 da 5 da 5 da 6 da 6 da 6 da 7 da 7 da 7 da 8 da 5 28 hold hold da 1 da 2 da 3 da 4 da 5 da 6 da 6 da 6 da 6 da 6 da 6 da 6 da 8 da 8 da 8 da 8 29 hold hold da 1 da 2 da 3 da 4 da 5 da 6 da 6 da 6 da 6 da 7 da 7 da 7 da 8 da 8 da 8 da 9 30 hold hold da 1 da 2 da 3 da 4 da 5 da 6 da 7 da 7 da 7 da 7 da 7 da 7 da 7 da 9 da 9 da 9 caveat this table only considers deceptive attack and telegraphic attack if you also considered rapid strike dual weapon attack hit locations or other combat options things would change a lot but that will have to wait for later the attacker s skill runs along the side and the defense runs across the top the entry for a given skill and defense shows your best choice hold means that you can t improve your chances with either a deceptive attack or a telegraphic attack you re already at the best level flee means that no matter what you do your attack is going to be worth less than zero yes i mean that on your own turn you are more likely to get hurt than to hurt your opponent might as well run away you probably don t want to waste time looking things up on this table all the time so let me try to reduce this information to a few rules of thumb don t use deceptive attack if your opponent s defense is already at 3 or 4 don t use deceptive attack unless you can get your opponent s defense below 13 if the sum of your skill and your opponent s defense is above 24 try to bring it down to the range of 22 to 24 each level of da will reduce the sum by 3 if the sum of your skill and your opponent s defense is 19 or below use telegraphic attack but don t use telegraphic attack if your skill is above 13 if your opponent s defense beats your skill by 8 or more don t even try making an attack this turn these rules don t get you optimal results in all cases but they cover most of the chart pretty well for those of you interested in all the math behind the scenes for now i ll just say that in this table i considered the value of a normal hit to be 1 and discounted it by the probability that it gets past the defense then i valued a critical hit on the attack at 1 3 a critical failure on attack at 1 5 and a critical failure on defense as worth an extra 0 1 a critical success on defense imposes a critical failure on the attacker and so is also worth 1 5 these numbers are somewhat arbitrary and anyone could reasonably question them but after fiddling around with various values i find that they don t alter the results very much a more detailed explanation of the number crunching behind the chart will have to wait for another day posted by grouchy chris at 2 53 am 14 comments email this blogthis share to x share to facebook share to pinterest labels combat gurps monday march 25 2013 show your rpg collection inspired by the banner over at jeffro s space gaming blog i have a challenge for all and sundry show us your rpg collection here s mine this represents the combined collection that resulted from my marriage i contributed the gurps and the paranoia the d d is mostly my wife s but that s my copy of the mentzer expert set there at top left plus a few modules i used to have basic too but that disappeared decades ago and of course you can t see the pdfs so what does your rpg collection look like posted by grouchy chris at 2 20 am 4 comments email this blogthis share to x share to facebook share to pinterest labels dungeons and dragons gurps paranoia friday march 22 2013 the henchmen a campaign idea since jason packer posted an interesting idea for a fantasy setting the other day and douglas cole has been embellishing on it i thought it would be an opportune time to post a campaign idea i had name the henchmen genre dungeon fantasy the setting any dungeon fantasy world or any setting that enables dungeon crawling at all the team sure adventurers get all the credit but they didn t loot that dungeon alone did they did they carry all their own provisions polish all their own armor bandage all their own wounds of course not you did you are a henchman in the employ of the heroic league of mylenbrak a legendary band of dungeon delvers you are perhaps a guard a clerk a cook an acolyte or even a mere torch bearer where they go you go but at a safe distance from the fire breathing dragons and flesh rending demons of course the mission while the heroes enter the mysterious cave you are supposed to stay behind and guard the horses oh no goblin attack all right this chamber has been cleared search for secret doors while we scout down the hallway oops someone hit a switch and the door opened revealing that thing whatever it is we re running low on healing herbs go foraging for some in that valley hey nobody said there would be fairies here here carry this magical figurine until we figure out what it does what is this strange new voice in my head stay here while we scout out the lower level it s been three days should we go and look for them the important thing here since the adventurers are literally an entire party of gmpcs is to keep them off stage as much as possible and concentrate the game on what happens when the henchmen are left alone don t game out the climactic fight with the demi lich just say the heroes have gone down the stairs to the crypt now while they re doing that you re safe back here in the antechamber but suddenly the frescoes on the walls begin to move the npcs are just there to serve up plots and then leave the pcs alone for a gurps campaign dungeon fantasy 15 henchmen is an ideal source of character templates i d start the pcs at 125 points because i think 62 points is just too low played straight the pcs could gain experience and eventually become full fledged adventurers heading up their own parties the players would have the advantage of getting to know how the gm s world works before they have to set out on their own so it might be less lethal than most df games played for laughs nodwick style the pcs become mightily competent henchmen as they gain experience but they always remain henchmen i think the big trouble would be coming up with a gaming group who want to play or at least start as low powered peons in a world of high heroic adventure i already run a fantasy game in which the pcs started at 130 points and are working their way up in the world so i don t think it would interest my group sigh another campaign i ll probably never get to run posted by grouchy chris at 2 44 am 4 comments email this blogthis share to x share to facebook share to pinterest labels campaign ideas dungeon fantasy gurps older posts home subscribe to posts atom about me grouchy chris bellingham wa united states most of my gaming is the gurps fantasy game i run every other week i also play in a somewhat less regular gurps monster hunters game and i manage to squeeze in a board or card game now and then i live in bellingham washington with my wife and our two cats view my complete profile my blog list dungeon fantastic revised gurps basic set df felltower 5 days ago bat in the attic development of the majestic fantasy rpg part 1 1 week ago tetsujin no llama dvikingnames 5 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archive 2013 38 may 2 divine favor prayers the odds game session 2013 04 07 april 1 march 14 february 12 january 9 popular posts random animal table hey who doesn t like a giant random table here s one for animals restricted to those that can survive out of water at least tempo gurps combat choices deceptive attack and telegraphic attack update martin leuschen pointed out an error in the table since fixed my thanks to martin for keeping my honest patric halter over at r divine favor prayers the odds i use gurps powers divine favor in my circus sophia campaign if you are not familiar with it it allows a character to pray to the gods t gurps combat choices cutting impaling weapons chart here s a table i ve drawn up in preparation of analysis of some thrust swing mechanics it shows all the weapons from basic set gur gurps combat choices thrust or swing when a gurps combatant is deciding what to do in an attack one of the most basic decisions is whether to thrust or swing in some cases th feint as a combat...
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