A successful Diplomacy check gives +2 to the reaction roll. Well, just use the rules as written and roll the reaction in secret. If the fight is going against the enemies in an obvious way, have them roll vs. The enemies will keep firing and dealing the same damage until their dead. This can be frustrating for everyone, especially with guns around. HT shouldn't be over 12 (and 12's pushing it.) They'll never die with 13+ HT. Some of the rules to follow when making commonplace repeat-use enemies: Personally, I set up the enemies to be appropriate to the story. Direct shootouts don't end well in GURPS, almost regardless of the characters involved. Give them the opportunity to ambush or trick their opponents into an unfair fight. It fits the genre and the rules for characters to either pick their fights wisely or get killed in a nasty firefight. He should also be mindful of what the other players are making.Ĭlick to expand.Regarding combat survival, let them get themselves killed. The primary thing for the player is to have a concept and fill the skill list with skills that match that concept. A character with all of these would be too spread out in skills, but a party could have all of them. Hand-to-Hand of some sort (Brawling, Boxing, and Wrestling will be most common for thugs, but any of them can be useful for some given character.) The others will be reasonably reliable after that.) Guns (Any, but Pistol is probably the most useful. There are instances like that, but they're at the interface of character creation and combat.Īs for skills, what's useful for criminal campaigns? Well, I'd say the following are: Points dumped into ST are more useful than points dumped into DX in 4E for melee fighters, at least relative to 3E. A few things have changed such that combatants are more balanced, though.
The rules are generally simpler, and in certain instances, things are more sensible.
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