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Gurps 3rd edition combat mechanica
Gurps 3rd edition combat mechanica




gurps 3rd edition combat mechanica

  • If a character lives until -5xHP, (EG, if Max HP = 12, then -60) they immediately die.
  • Every time your total passes a negative multiple of HP, you must roll with a penalty to HT to stay alive equal to the amount of additional multiples (At -2xHP, you roll HT-1, at -3xHP, you roll HT-2) etc.
  • When HP reaches -1xHP (Eg, if a character has Max HP of 12, then -12) you must roll immediately against HT to not die.
  • A character that is at 0 or negative HP needs to roll every turn against HT to stay conscious.
  • At less than 1/3 max HP, a character has halved move and dodge from reeling.
  • Recovering from stun requires rolling against HT after each turn stunned, roll against HT to see if you may act next turn or remain stunned. He must roll against his HT to remain standing, or fall over, and are "stunned." Stunned means losing a turn.

    gurps 3rd edition combat mechanica

    Knockdown occurs if he lost more than half of his maximum hit points. Shock is a penalty up to -4 on all rolls, one for every HP of damage done by the attack, if any at all, that will last until the end of the opponents turn.

  • At this point, the defender can potentially experience shock and/or knockdown.
  • Usually damage is multiplied by 1, but, especially important for melee attacks, a cutting attack does an extra 50% damage, and an impaling attack does an extra 100% damage. A wounding modifier is applied to the damage depending on what type of attack it is.
  • The character rolls to discover how much damage he does using a formula figured out earlier, He subtracts the opponents DR from this roll if he has any, and the result is the damage.
  • Otherwise, the attack is a success, and the attacker rolls damage. Typically, the best of the possible three is used, but he or she does have a few tactical reasons to consider otherwise (save a high defense for a stronger enemy, playing with more advanced rules that can allow some skill rolls or other options for defense bonuses) If the defender succeeds this roll, then he successfully dodged the hit, interposed a weapon between himself and his attacker, or blocked it with a shield, and the attack does no damage. The defender may choose an active defense. If he rolls very poorly, and gets a "critical miss" he must roll against a critical miss table for an especially disastrous result. If he rolls extremely well and gets a "critical hit" his attack has special properties according to a random lookup table, and the opponent does not get a chance to defend. (For example, if a user is using a broadsword, he needs to succeed a roll for broadsword skill.) If he succeeds, the attack may potentially hit if he fails, he missed, his turn is over, but he may end by taking a step if he hasn't already.
  • When a defender is in reach, and an attacker has a ready weapon, an attack is started by rolling against an attack skill.
  • The distance one can move in a second is determined by the Speed secondary characteristic: a user can move Speed Yards/second. Otherwise they must spend the entire turn moving within range of the target defender. If an opponent is within a "step" (For most intents and purposes, 1 yard, unless you are incredibly fast, or are much smaller or larger than a human) of a character's reach, the character may attack an opponent.

    gurps 3rd edition combat mechanica

    Typical weapons have a "reach" of 1 yard, but some are longer, and some are shorter.

  • An attacker must consider the reach of his weapon.
  • If he is not armed, he must take one turn to get a weapon ready.
  • An attacker needs to make sure a weapon is ready.
  • There is no roll, players or NPCs with higher speed go before those with lower speed.






    Gurps 3rd edition combat mechanica