Continuing my learning GURPS series, I picture Pieter and Marcus. They are two warriors from an imagined martial culture whose populace love to watch gladiatorial fights.
Having peeked at Basic Set Campaigns, specifically B487, I now know that Average folk have 25-50 character points. With that in mind, I am going to spend 50 points on each hero and see how that feels.
According to B13, fighting-type characters require high ST (Strength), DX (Dexterity), and HT (Health). They also need combat skills. That’s my starting point. For equipment, I give both heroes the TL2 starting cash of $750.
Pieter
Pieter is going to be a dexterous warrior type. I see him armed with a sword and shield, dodging and weaving around the fighting pit.
I boost his DX to 12, which is above average, and then grab some combat skills: Knife-12 [1]; Shortsword-14 [8]; and Shield-13 [2]. That, rather annoyingly, costs 51 points… but I’m going to handwave the extra point.
Pieter buys a Shortsword, a Large Knife, a Medium Shield, and Leather Armour (torso, groin). He’s carrying 32lbs of gear, giving him light encumbrance.
Marcus
Marcus is going to be more brawny and tough as a warrior. I see him armed with axe, shield and maybe some more armour.
I boost his ST to 12 and HT to 11. I buy him similar skills: Knife-12 [4]; Axe/Mace-13 [12]; Shield-12 [4]. Exactly 50 points.
He spends his cash on an Axe, a Large Knife, a Large Shield, a Mail Hauberk (torso, groin), Bronze Armbands (arms), and a Bronze Helmet (skull, face). He’s carrying 71.5lbs of gear, giving him medium encumbrance.
Pit Fight!
For this fight, I’ll try out the fuller Tactical Combat rules because I like my combat maps. That brings in the fuller combat rules from Basic Set Campaigns. That said, I am going to treat all new stuff as optional and use only what I need.
Onto the fight! Pieter goes first with Basic Speed 5.5, Marcus second with Speed 5.25. Pieter moves forward the full 4 yards, given his light encumbrance. Marcus also advances, but only 3 yards due to his heavy armour.
Pieter decides to try to outflank Marcus. He chooses Move and shifts two yards left and then turns to place his shield towards Marcus.
Marcus responds with a Move and Attack manuever, moving in to face Pieter and slashing out with his axe!
Marcus makes an attack roll – Axe/Mace-9 – and scores 11 to miss.
Pieter chooses to Attack, takes a step left, turns to face Marcus, and strikes. Rolls 12 to hit; Marcus’ axe is unbalanced, meaning he can’t use it to parry, so he opts to block with the shield – reaching across his front to do so. Marcus rolls to block and scores 12 – just enough, given his Block-9 and the large shield’s +3 DB.
Marcus chooses to Attack, pivoting to face Pieter, and rolling to hit: scores 6! Pieter tries to parry with the shortsword, rolling 13 to fail. Here goes with the first damage roll! Marcus’ axe deals 1d+4 cut; rolls 1+4 = 5 damage. The axe bites into Pieter’s torso armour! The armour reduces the damage by its Damage Resistance (DR) 2 – that leaves 3 points to penetrate; as the axe deals cutting damage, the 3 points x1.5 = 4 points. Ouch! Pieter suffers -4 to DX/IQ skills from shock, and at 1/3 Hit Points is also half move and dodge. Here begins the death spiral!
Pieter chooses All-Out Defense, selecting double defense, and tries to disengage for a second – he steps left and brings himself to face Marcus.
Marcus senses the fight turning, so he tries an All-Out Attack selecting the strong option – rolls to attack and scores 7. Pieter must defend; first he tries to Parry (Shortsword-14, +2DB from shield, -4 shock = 12) and rolls 9 – success!
Pieter’s shock ends now, so he tries an Attack with the shortsword – rolls 12 to hit. Marcus cannot defend (due to all-out attack), so Pieter rolls damage to the torso; rolls 1d cut to score 2. Marcus’ mail hauberk absorbs all the damage (DR4).
Marcus retaliates using another All-Out Attack but this time being determined (+4 to hit). Rolls 11 to hit. Pieter tries a parry, scoring 12 to succeed!
Pieter opts for an Attack, shifts left again with his step, and rolls to hit: scores 12. Marcus cannot defend again, so damage rolls 4… but pings off Marcus’ armour again. This is not looking good for poor Pieter.
Marcus turns to face Pieter and attacks – rolls 8. Pieter parries, scoring 11.
Pieter decides to try something different. He opts to Feint, stepping to his left. He rolls a quick contest against Marcus’ weapon skill – Marcus rolls 13 (+0 margin), Pieter rolls 11 (+3 margin). Both succeed, but Pieter gets to subtract his margin of success from Marcus’ defenses on his next attack.
Marcus decides to whack out at Pieter again – All-Out Attack, strong, rolls 8 to succeed. Pieter tries to parry, rolling 5 to divert the strike.
Pieter puts his plan into action, although the Feint is now moot given Marcus’ aggressive all-out attack. He aims for the big man’s legs and rolls to attack at -2. Pieter scores 9, well under the needed 12. Marcus can’t defend, so Pieter rolls damage and scores 6! Nice! There’s no armour on Marcus’ leg, so the damage goes through at 6 x1.5 = 9 points! Wow! That reduces Marcus to 3 HP, placing him at -4 from shock and crippling the limb!
Marcus needs to immediately roll for knockdown and stunning. He must make a HT roll – requires an 11 – and scores 11. Not stunned then, but a crippled leg means he falls down and picks up the Lame (Missing Legs) disadvantage until healed. On his turn, Marcus signals that he concedes the fight. Pieter calls for the surgeon to come and sort out his opponent’s leg.
Battle over.
What Did I Learn?
Firstly, I learned that it’s easy to spend the Character Points and understand why the baseline for Heroic Characters is 150 points. In short, for a proper more-than-combat game, you’d want the extra points to round out the character.
Secondly, I enjoyed using the combat grid and miniatures. It adds a lot of tactical options and maneuver becomes important. I can see that being especially important in a multi-opponent fight. It was easy to use and will be easy to teach to players.
Thirdly, I enjoyed slipping in the hit location rules and using them to turn the battle for Pieter. Again, options are something you just turn on or off depending on the complexity you want.
I also enjoyed discovering the Feint and All-Out maneuvers because they lent some tactical edge: Marcus could afford to risk all-out attacks due to his armour… until Pieter outsmarted him.
Next time, I’m going to move towards a proper scenario. I think it’s time to bring in some templates and run a short adventure. My initial thoughts are leaning towards using a small dungeon, some simple creatures (say, Goblins), and two 150-point warriors. I think Marcus and Pieter might be teaming up in Fantasy Land!
Game on!
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Pieter: Quirk (picks his nose when bored), -1 pt. 🙂
“Pieter must defend; first he tries to Parry (Shortsword-14, +2DB from shield, -4 shock = 12) and rolls 9”
Actually, IIRC the rules state that the shock penalty applies to all DX and IQ based skills, but not active defenses. Which is good, otherwise the death spiral would run MUCH faster… 🙂
I stand corrected.
I interpreted the Parry, calculated from the DX-based Shortsword skill, as counting as a DX skill. Easy mistake?
Yes, at first I got always confused myself!
Not only is it an easy mistake, the “no penalties to defense for shock” is one of those things that seems to be there *explicitly* for longevity. If you’ve watched any fighting at all, you’ll see that defending is definitely impaired by a felt blow.
Exactly, it would make sense! But I guess this is one of those cases when GURPS errs on the side of “heroic” realism.
Simple yet complex ……. so many lil details that hopefully become easier while playing.
formergamer highlights what maybe one of many easily missed fine details.
GURPS still appears to cover most options you could choose to run.
Definitely approve of the choice to use chosen levels of detail appropriate to the situation, just be careful to maintain a standard, so advantages aren’t given and taken away as tiers of detail are utilised/dropped.
Love reading these. I have a very real roleplay craving that’s going unfulfilled but afraid my instablilty and outbursts will be damaging to groups I join, or intolerance will mean I can’t continue.
Best of luck w ur next step and any future group sessions.
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