Showing posts with label GURPS Blogging Community. Show all posts
Showing posts with label GURPS Blogging Community. Show all posts

Monday, September 14, 2020

Blogosphere Roundup: Alternate Feints and Cover, Cover, Cover

 I've seen a couple of posts that I'd like to at least link to, for your reading pleasure, and to discuss.

Cover Power-Ups

This is sort of a back-and-forth at this point, so I won't talk that much about these.  Chaotic GM was inspired by my discussions of gun fu, and thus posted this, and now I'm inspired, because I really wanted at least one of my styles to have a focus on taking proper cover, and this power-up structure fits very much with how I need to write things up for my martial-arts-as-power-ups.  I'd need to go over it all with a fine-tooth comb and the result would likely be too wordy for even one of my lengthy posts, but I just wanted to say "I intend to use this."  As such, you might find it useful too.

Fixed-Effect Feints

This is actually a few posts, which Dell'Orto links to in his post, but I thought I'd just hit up the other pertinent one real quick. It covers both fixed-effect deceptive attack and fixed-effect feints.

Fixed Effect Deceptive Attacks

I personally have less need for fixed-effect deceptive attacks.  I understand the logic, which is that if it's a fixed effect, it reduces your flexibility.  You're either making a deceptive attack or you're not, so you can't do things like perfectly tailor your attack to maximize your deceptive attack while maintaining your desired ability to hit.  It also makes it easier to create trademark moves, to create techniques, and encourages people to start mixing and matching their attack options as they increase in skill.  If Deceptive Attack is always -4 for -2 to defense, then what sets apart a skill 15 character from a skill 14 character is that they can make a deceptive attack and hit more than half the time; what sets a skill 18 character apart is that they can make a deceptive attack and also a rapid strike (with extra effort) and hit more than half the time. Or they can make a deceptive attack for the vitals and hit more than half the time, etc.

But for me, I tend to play at exceedingly high skill levels, as I run kung fu games where people expect to be able to pull off a wealth of complex moves. I have literally had readers and players complain if I hand them a character with less than skill-18 in their combat skill.  When skill 20-24 is not out of the question, something as small as a -4 becomes uninteresting (though, do note that Dell'Orto suggests a second tier to help with this). More importantly, though, I find that the standard way of handling Deceptive Attacks makes it similar to a contest of skills that always improves in grades.  A skill 22 character is always demonstrably better than a skill 20 because of that additional -1 they can layer onto their attacks if they want, and that strikes me as accurate: each additional increase in skill adds a subtle bit of nuance in this arms race of attack vs parry that gets abstracted away in the rules for deceptive attack.  Fixed Effect makes this less granular.

That's not to say that I'm not interested.  There are some interesting things it does with combat, namely that tendency to force players to think more about their options.  But I'm not 100% sold on it.

Fixed Effect Feints

Fixed-Effect Feints, on the other hand, are a great idea.  I've commented before on the problem with Feint and how unwieldy it can get. A lot of players dislike the Feint skill precisely for this: yes, you lose an attack, but every point you spend in it is a -1 to your opponent's defense; the only way to beat it is to raise your defenses (5/level) or to invest in Feint yourself, which makes it a must-have trait.  It also allows a more skilled opponent to absolutely destroy less skilled opponents.

For example, Alexa is skill 20 with the force sword, and Barlo is skill 18.  She has Parry 13, he has Parry 12.  In a 3e fight, they would just hit one another until someone screws up their parry roll, which eventually means Alexa should prevail, but Barlo could get lucky. In 4e, Deceptive Attacks speed this process up: Alexia is applying a -8 to her attacks to apply a -4 to his defense (Reducing Barlo to Parry 8) and he's applying a -6 to his attacks to reduce apply a -3 to her defenses (reducing Alexa to Parry 10). This means that Alexa is likely to beat Barlo in a few turns (he can keep himself going with retreats, for example, and extra effort), rather than a 10-20 turns. If she feints first, she'll beat Barlo by an average of 2 points, and then she can make a Deceptive Attack to drop his effective Parry to 6.  If Barlo feinted at Alexa, he would likely fail, and even if he succeeded, he's unlikely to apply more than -1 to her defense. So with a single feint and attack, Alexa will probably defeat Barlo in two turns, with only a 2 point difference in skill.

This gets far worse with a character who is mostly defenses.  Say Cain has a neurolash Staff with skill 14, but it has +2 parry, and he has Enhanced Parry.  He has an effective parry of 13, just like Alexa does.  But he can't reduce her defense by more than -1 without risking failure half the time, so she's effectively at Parry 12, and she can reduce his by -4, dropping him to a (reasonable) 9 or less. But her Feints will likely beat him by 6, which drops him to a 3 or less on parry.  The fool doesn't have any weapon skill, so she'll crush him like a bug, despite his impressive defenses.

If we go with a fixed effect feint, then it becomes a contest to see if you can get the -4. It's like stunning an opponent, but with skill rather than damage. In this version, Alexa can drop Barlo's defense more on average, making the move more valuable to her than under the normal rules, but Barlo has a chance of dropping Alexa.  If he gets lucky, he might beat her by a single point, which instantly translates into a -4 to her defense. Thus, he sees value in trying to do something other than frantically defend all the time, and there's a real chance he could beat her.  Cain likewise caps how much she can beat him.  Sure, she's still likely to win the feint contest, and she'll apply that full -4 to his defense, but that's not as bad as -6, and it only drops his defense down to 5 or less, which is a survivable value (it requires extra effort, retreats, all-out defense, etc, but Alexa is giving up a turn to make the feint, so the fact that you could survive it means she's more wearing you down with it than guaranteeing her victory).

This does something else: it prevents the Feint technique from being an effective bonus to defense.  When you get to the point where Feinting becomes so powerful, then players become highly incentivized to take it, not just to defeat their opponents with it, but to prefer their opponents from using it against them.

Say Cain purchased Feint as a technique and then bought Technique Mastery. He has Feint-20 and Staff-14.  If Alexa tries to Feint him, she's unlikely, under the standard system, to apply more than a -1 or -2 to his defenses.  By purchasing feint and technique mastery (RAW that's 8 points, which would only raise his Staff skill to 16 and only give him a +1 to defense), he's effectively increased his defense rating against her by ~+4.  Thus, she cannot reduce his defense to more than about 7 or 8, which is much better than the 3 she was dropping it to before.  He has little incentive to use it against her, for the same reason Barlo has little reason: he's unlikely to get more than -1 or -2, which will not be enough to regularly land a hit on her.  But if we use the fixed effect version, his high level of Feint still acts to protect him, but it becomes all-or-nothing: if she feints, he's trying to prevent the feint from working.  If he succeeds, she gets nothing, but if he fails she drops his parry to 5 again.  At the same time, he has incentive to feint against her, because a successful feint will drop her parry to 8 if he pairs it with his deceptive attack, which would legitimately force her on the defensive.  And he can succeed at that 50% of the time.

The counter argument I hear is that this makes Feint less effective.  First, that's rather the point, as it's one of the more powerful techniques, more powerful than it really should be.  Second, as you can see with poor Cain there, it actually creates more value for it.  I've discussed "capping" feints, but someone points out that greatly reduces the utility of maximizing your feint.  I think this fixes that problem: being a feint expert now becomes about maximizing your chances at getting that -4 (as well as preventing others from getting that -4 on you) than it is about maximizing what penalty you can apply to your opponent. Yes, it's less useful against unskilled opponents, but you don't need much help against those.  It becomes more useful against skilled opponents, which makes it more interesting.

I'm less sold on the idea of a higher tier of a fixed feint, though.  Setting aside my total embrace of uncapped deceptive attacks, I think a penalty to defense of more than -4 really needs some justifications.  Being prone is a -3, being stunned is -4, being unable to see your opponent is -4, but somehow, a feint can be -8? How bad are your defenses that you're as bad off as if you were blind and stunned? What did he do?  It also, again, allows you to crush unskilled defenders even worse than before, but we already have deceptive attack for that.  That said, you might need something like that to deal with extreme opponents, but you're unlikely to succeed by 10+ against a similarly skilled opponent; this is only really useful against people with ridiculous defense values that don't have comparably high skill levels to match. So I'd have to think on it.  This might be better handled as a sort of perk or special technique that allows you to take a greater risk, or caps how low you can bring the target's defenses (it can apply a full -8, but not if your opponent is already "underwater" and so can't drop your opponent's defenses below, say, 10).

So I like this. I might introduce it, but given how passionate my readers are about martial arts in Psi-Wars, I'll doubtless hear quite some debate back and forth on the merits of it before I do it, hence this post.  I also wanted to highlight what I think is a great idea.

Wednesday, July 25, 2018

The Eye of Providence Closes

If you follow my blog more than you follow the GURPS Facebook group or the SJGames forums, you might not have heard by Pyramid is closing down.  It's been, what, nearly 30 years?

My own first pyramid was an actual magazine plucked from a store shelf.  I began following it back in the late 90s, and so I've had at least part of all three iterations of Pyramid, and fond memories of all three.  This is definitely a major blow, and I have quite a mix of emotions and thoughts about the announcement, as I'm sure you do as well, so I thought I would share some of them here.


Sunday, April 16, 2017

Cross-Post Highlight: GURB, the Generic Universal Roleplaying Blog

I think I've mentioned several times that I regularly use material from other blogs to power Psi-Wars, and 90% of the time, I mean I'm using GURB.  He regularly dives into all parts of Ultra-Tech and pulls out more nuance that you can add to your setting and gadgetry, which is exactly the sort of thing I need.  If I'm honest, give GURB a year, and I won't need GURPS Vehicles 4e anymore.

I want to highlight two things.  First, GURB has put together an extensive modification of the article "Blaster and Laser Design" from Pyramid #3/37 "Tech and Toys II."  Erik, the writer of GURB, promises that at some point, he's going to compile all of his material, but I thought I would at least compile a set of links, for my own convenience, and for yours!

Second, I've noticed that Erik is a fan of Star Wars and, hoping that he was a fan of Psi-Wars, I asked if he'd be willing to donate some guns.  I gave him no constraints other than to allow him to create what he wanted to create and to follow the conventions of Psi-Wars, which meant he had to discard his alternative rules for Star Wars-style blasters (a rule I have in place to avoid more house rules than necessary, but I happen to think it's a good one, as removing the surge modifier from blasters would make some kind of EM disruptor an interesting weapon to wield against robots, so I might institute it anyway, but he's been kind enough to leave everything as backwards compatible as possible).  You can check out the weapons here: Psi-Wars: A Blaster Grab-Bag.

Thursday, November 24, 2016

GURPS-Day Cross Post: So you wanna play in a game, huh?

Hey, it's November, and this month, the GURPS blog selected "Community" as its theme.  Being a good member of the blogging community, I'd like to join in.  Originally, I wanted to talk about one of my favorite topics: legacy, and contrast it with the murder-hobo straw man.  But, after some discussions on GURPS Discord (You guys hang out there, right?) that inspired me, I remembered an old topic I wanted to talk about, especially since I've taken up playing in a GURPS game.

The world of RPGs brims with advice to GMs about GMing, and that's hardly surprising.  For one thing, GMing takes a lot of work, and thus there's a lot to discuss, and a lot of people want to learn to GM better.  For another thing, us GMs tend to get really good at planning, thinking and writing, and thus we're more likely than, say, a more casual player, to write about what we know.  But being a good player is just as important as being a good GM, and it's a topic that doesn't get much attention.

So that's what I want to address.  How can you be a better player?


Wednesday, June 22, 2016

On the Cost of Advantages

Christopher Rice over on Ravens and Pennies is in full rant-mode regarding the cost of advantages, and he's right.  Go over there and read it.  Done? Great!  The only problem I have with his post is that, in my opinion, he doesn't go far enough.  I'll explain in a minute, but let me first shout "Hear hear!" for a bit.

Tuesday, June 14, 2016

Fixing Scrapperlock

Every once in a while, the GURPS blogger community forms a wave of ideas.  Someone will post something, and then other people, inspired by the idea, will pile on and put in their own two cents.  This time, it was Douglas Cole on running away, which had followups from Peter on Dungeon Fantastic and Michael Eversburg over at Chainlink and Concrete.  The general context of the discussion was the fact that players will take on things too big for them and then fail to run away.  All of them offer insights into how best to run away and speculate a bit on why it's so hard, but I want to talk first about the psychology of why players don't run away.

Friday, May 13, 2016

The May GURPSDay Challenge

Douglas Cole has issued a challenge so I wanted to leave it here, in plain sight, like a glove tossed at your feet.

Douglas wants you to write about GURPS.  I do too.

Why write about GURPS?

Because to teach is to learn.

Nothing will teach you a system quite as well as working out the details well enough to explain them to someone else.  Nothing will teach you a system quite like diving into it and using it. You have to understand a system to write about it, and thus in writing about it, you'll come to better understand it.

Our habits, our daily routines, can force us to grow in a particular direction.  Having a daily, or weekly, habit of writing about GURPS will definitely teach you GURPS, and likely make you a better GM.  Furthermore, the act of having a daily or weekly writing habit will teach you to study and write.  I took up this task of writing for GURPS not to improve my GURPS, but just to build a habit of writing.  I intend to shift it to something less self-indulgent, from RPGs to programming, at some point.

If you make the commitment to write about GURPS, even if it only results in a single post, you'll have still learned/clarified something about the system.

What do I write about?

GURPS, obviously.  Oh, right, you need more detail than that.

You already know what to write.  You're surrounded with piles of material, filled to the brim with it, I promise, it's just a matter of getting it out.  When you think about GURPS, what's the first thing that comes to mind?  Perhaps you think about the physical books, that you've read. So tell us what you thought of them (the forums regularly asks for more reviews of GURPS material).  Perhaps you think about that great campaign you played, or the character you played in it.  So, give us a campaign report, or tell us about your character.  Perhaps you grit your teeth and you have some mechanic to complain about, or you think about how much you love a particular mechanic.  Discuss the mechanics themselves, then, what works, what doesn't.

You have tons of GURPS experience because you're a GURPS gamer, thus you have plenty to say.  Every time you're posting a rant on the forum, that could be a blog post.  Every time you tell a story to your friends about how great GURPS is, that could be a blog post.  Every time you read a GURPS book, or you find yourself dissecting a movie in GURPS terms, or you have a great campaign idea, that could be a GURPS post.

"But those are lame," I hear you say.  To that, I say: Start simple.  You'd be surprised how productive and interesting you can be.  The things I have pointed to are what most of the big names in blogging discuss.  But if you must have something richer and more complex, then look to the ideas beneath them.  Rather than discuss your character, try to figure out why he worked and discuss that.  Rather than talk about your campaign, ponder what made it work and what didn't work, and discuss that.  What makes a GURPS book bad?  Why is GURPS your personal choice for system?  And so on.

How do you write about GURPS for, like, a year?

So, you're up for it, but you think "There's no way I can keep it up." Well, first of all,  your stuff will be here forever.  One of my inspirations for blogging was the Podcast: Religions of the Ancient Mediterranean.  The guy hasn't posted anything on the topic in literally years, but I still really enjoyed what he had posted.  So if you post six posts, and they're good, people will be using them for years.  This idea that unless someone is constantly feeding a blog it's "dead" and nobody will read your content is nonsense.  Good content gets read.

But, okay, you want to stick with it.  Then do what the big names in blogging do: Pick a repeatable theme.  You like the idea of writing a review?  Then review one book a week.  You want to talk about a campaign?  Talk about the whole campaign once a week.  You like the idea of writing up characters and showing us?  Write up one character for each published GURPS setting, once per week.  You want to complain about GURPS? Pick something to complain about, once per week.

Cole has his Melee Academy and his Ammo Press.  Hans just analyzes movies and discusses guns in fiction in GURPS terms ("One lovecraftian pistol a week").  Peter discusses his campaign... once a week. I've got Psi-Wars, which I can go back to, over and over again (and have).

That's not to say that you can't come up with something clever and innovative.  All the big names do.  But some people seem to try to come up with some clever and innovative all the time and they exhaust themselves.  Don't do that.  If you want a consistent blog, have a consistent topic you can easily fall back on.  That's not to say that you can't have something clever, but you can sprinkle your cleverness whenever inspiration strikes, and write your weekly review or character or whatever when inspiration doesn't.

Now, you want to make that reliability extra reliable?  Do what I do: Write ahead.  Most blogs will let you store drafts, or even schedule them for later.  Say you want to review books once a week: Write 4 reviews right now, while you're all hopped up and excited.  Then schedule them.  BOOM!  One month worth of content.  If you feel like doing that again next week, you're ahead by 2 and then three months and so on, until you've actually got a year's worth of material, and then you can start, I dunno, doubling up, or working on something more dramatic.  The point, here, is that you don't have to try to think of something clever every week.  If you've thought of something clever that's big and repeatable and you're particularly inspired, write ahead, so that when you're not inspired next week, it's okay, you can take a break.

Mailanka's Challenge for those Thinking about Undertaking Gaming Ballistics Challenge but are a Little Nervous


Step 1: Pick a simple, repeatable topic.  Examples include:
  • Formalizing my campaign notes
  • Reviewing each issue of Pyramid
  • Creating a character for each setting in GURPS
  • Actual Play Reports from my Dungeon Fantasy game
  • Reviewing other people's GURPS Blogs
Step 2: Write the simplest, easiest, most personally-amusing version you can think of of your chosen topic.

Step 3. Rinse and repeat step 3 until you have about 4 entries.

Step 4. Schedule them in your blog so they come out once a week.

Congratulations, you now have one month's worth of blog lead, a topic someone is probably willing to read, and you've explored something you wouldn't have before.

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