Saturday, June 19, 2021

Alternate injury Rules for GURPS: Lifeblood - Vitals and Arteries

The Vitals

Vitals in GURPS 4e have a problem. They have no innate DR but a 3x wounding modifier and are only -3 to hit. This makes them extremely attractive and a single hit to the vitals can end a fight rapidly. The vitals apparently include the lungs, kidneys, and liver as well as to the heart according to the Basic Set but a hit to the these former 3 organs is not even in the same league as a hit to the heart.

I propose these alternate rules:

Vitals (-3): Normal wounding modifiers (as torso). No extra damage modifiers. A major wound gives -5 to the knockdown check. Rules like Lasting and Permanent injuries, and Severe Bleeding  from Martial Arts still apply if used in the campaign.

Heart (-5): The Heart uses the Vitals rules as written, including the x3 wounding modifier for impaling, and piercing and 2x for tight beam burning, as Basic Set page 399.  A major wound gives -5 to the knockdown check.

Optional Rule: Ribcages are Real.

With this rule; Both Heart and Vitals have 1 innate DR from the ribcage. This can be bypassed by taking an additional -2 to go 'around' or under the ribcage. However a reverse grip knife of sufficient length (like a rondel dagger, large knife or long knife) can target the heart at -5 via the neck. This bypasses the innate DR and torso DR and instead uses neck DR (if present). Don't forget to scale this DR up for Size Modifier!

The Arteries

Artery hit locations were introduced in Martial Arts, these are great, but there's one problem; impaling damage to limb arteries is mysteriously less lethal. The solution is simple: Don't reduce the injury modifier for the limb, and add the 0.5 to the modifier as usual.

Sunday, May 23, 2021

 How do we fix surgery?

The fact is that with the modifiers in RAW a low TL surgeon can't even perform basic surgery, and any surgical failure is comically, ridiculously damaging. It'd be simpler to say "you can't do surgery before TL5".

For example, removing an arrowhead at low TL:

-5 low TL tools, -3 no sterilization, -2 no anesthesia, -3 torso or head injury.
Total: -13

This means TL3 surgery to remove an arrow will always fail and deal 3d6 damage to the patient pretty much no matter what.  Leaving the object embedded is initial damage again every 24hrs while it's lodged, so the best way to deal with a barbed arrow is to just yank it out, 50% damage is less than both of those.

What about trepanning? To reduce pressure on the brain to ease recovery of a patient with a concussion. This was a common practice, and was done all over the world. Relieving pressure on the brain by removing parts of the skull is done even now.

-5 for tools, -5 for no physician, -2 for no anesthesia, -3 for no sterilization and -3 for head surgery.
Total: -18.

Even if this low TL surgeon had an entire surgical team in the best facility possible with the best tools possible at the time that'd be like a +6, and it's not routine because surgery never is. That's still -12. Considering 14 or so is supposed to be 'professional'... No. GURPS is an effect based system and this is just wrong. So under the absolute best conditions the surgeon has like a 9.3% chance to perform this correctly without killing the patient, to simply remove a small piece of skull to relieve pressure on the brain. This seems just a bit low, and on a failure, we deal 3d6 damage to the skull, which is damage so it's multiplied by the skull's hit location. Doing 3dx4 injury to the target on a regular failure is just utterly ridiculous and suggesting that this is even realistic is wrong.

We have examples of reality of unskilled surgery in modernity and does not deal this much damage. HP damage is serious injury. So why does a surgical failure, not a critical failure, but a regular failure deal 3d damage? It's utterly insane to suggest that a regular failure at torso surgery can deal more damage than stabbing someone in the heart with a knife.
The idea that ancient surgeons were nothing but bloody butchers is modern chauvinism. If they were, Hippocrates would have called them out and nobody would have used them, but he didn't, even though there was a rivalry between physicians such as himself and surgeons of the time.

LT surgery rules overstate the difficulty of a procedure (especially compared to modern ones) but understate the chance and lethality of infection. Patients dying during a procedure from the procedure are much rarer than dying of complications down the line. But in GURPS it's the opposite, and Low Tech Surgery is insanely, unrealistically difficult.

Friday, April 23, 2021

Podcast Episode 7 Transcript: Playing GURPS Solo

Hello, I am Enraged Eggplant. Welcome to the episode of Only the parts you need. In this episode, I am going to tell you how to play GURPS solo, or with friends, but without a GM. At least, I will describe one of the options, the one that I have experience with.


First, what is solo roleplaying? This is a kind of game where you play alone, without a gamemaster, but with an oracle, that essentially is a set of tables that dictates what is happening in the game. At least, that was the definition before the existence of RPGs made for solo-play, such as Ironsworn. I haven’t tried it, but I’ve heard good things about it, so check it out, it’s free! On the other hand, even before solo roleplaying was a thing, there were CYOA books, but that’s a different matter.


Nowadays, solo roleplaying became more popular and well known, probably due to COVID. I’ve seen people asking for more solo RPGs, implying Ironsworn-like games, and they seemed to be unaware of the “classic” way of playing – with an oracle. The most well-known such oracle is Mythic Gamemaster Emulator. It’s not free, so you will have to buy it, but it’s not exactly expensive. It has two companion books – Variations 1 and Variations 2. Honestly, I’ve never used Variations 1, but Variations 2 is a good one. As far as I know, a revised second edition of Mythic Gamemaster Emulator is coming out in the near future, with integrated and somewhat revised variant rules from the Variations books. Adventure Crafter, from the same author, if I’m not mistaken, works a little differently. I’ve given it a read, found it interesting, but have not tried it yet.


I find Mythic GME to be the most appealing, because it’s generic, just like GURPS. It works with any system, and works well whether playing a dungeon crawl, a modern investigation game, or a sci-fi game. However, I have only tried fantasy and sci-fi myself. And just like GURPS, it is easily modified for your needs.


How does it work? Let me explain you. You create a character as normal (or characters – there’s nothing wrong with emulating NPC companions with Mythic). Then, the actual gameplay is separates into scenes. Each scene has the following:

Chaos Factor: this is just a number that represents the degree of control the character has over the situation. It increases if the character loses control, and decreases if the previous scene was in character’s control. Of course, it’s all up to you, and I believe you can even disregard it entirely. However, some random events depend on the Chaos Factor, so it’s probably not a good idea to overlook it.

List of characters. This includes your character and the NPCs. This list is expanded as the game progresses, and sometimes characters get crossed off the list.

List of threads. This is the list of the current plot threads or questlines. It may start empty.


If you have an idea for the starting scene, you should go with it. Otherwise, you can generate a random event using the tables provided in the book, and interpret it. Depending on the result of an additional roll you have to make, the scene setup may be unchanged from what you have envisioned, altered, or interrupted by a random event.


Now let’s talk about the events, because they comprise a large part of the game. Mythic has three components of an event:

Event focus. It describes the effect of an event. For example, it may negatively affect an NPC, positively affect a PC, etc.

Description. This is two words generated randomly from a table. Most of them are adjectives. This was introduced in Variations 2, and can be used independently to answer some questions. The examples are: Boldly Historical, Officially Simple, and so on. We’ll talk about it later.

Action. Again, this is two words generated randomly, but from another table. One word is the action, and the other is the subject. The examples are: Violate Spirit, Trick Prison, and so on.

Each event needs to be interpreted in the context of the current situation. For example, if you’re a sorcerer in an ancient, forgotten library, and you had to roll an event upon opening a dusty grimoire, and event with a focus of “PC Negative”, description “Frighteningly Mighty”, and action “Desert Prison”, could be interpreted as opening of the grimoire releasing a bound demon that attacks the character. Usually, the description part isn’t even required, you can do fine with just focus and action. Feel free to throw the description out! If you are having a hard time interpreting the combination, just roll a new one – nobody will judge you.


The second important part of the gameplay process is the so-called Fate checks. At any time, you can ask the oracle a “Yes or no” question, such as “is the room occupied?”, “is the sword enchanted?”, “is this a formidable foe?” Then you roll on the Fate check table to get a result. The result is modified positively or negatively, depending on how probable is the positive answer in the current situation, using game world logic as the mechanism of determination. For example, if the sword if very unlikely to be enchanted, you modify the Fate check roll by -4. Then, depending on the roll, you get a “No”, “Yes”, “Exceptional No”, or “Exceptional Yes”, possibly with an addition of a random event (the Chaos Factor is the factor here). “No” and “Yes” are easy to interpret, but their exceptional variants can be more difficult. For example, if the question was “is the sword enchanted?”, then an exceptional no might mean that not only it is not enchanted, but it is also of very poor quality or cannot be enchanted at all. An exceptional yes might mean that not only the sword is enchanted, but the nature of the enchantment is obvious.


So, the game is basically you asking “yes or no” questions, interpreting the answers, and sometimes interpreting random events that the oracle throws your way. When there is a significant change, the scene changes, the lists are updated, Chaos Factor is adjusted. Aside from that, there are description checks from Variations 2 that can be simplified to just rolling on the descriptor or action table, behavior checks that are quite confusing, but will be revised in the second edition of Mythic, and statistic checks. Instead of the latter I just roll 1d+9 or 1d+8 to determine attributes or skill levels – worked well for me.


Combat actions performed by the enemies or allies can be resolved either with a behavior check, or with a combat tactic table that I will link in the description. I prefer the latter.


For some reason I’ve seen a lot of people claim that solo roleplaying only works with narrative, rules-light systems. I haven’t tried these, but in my opinion, this is not true. GURPS, being a crunchy system, at least in the way I use it, seems perfect for it. You can use all the complex rules you wanted to try out without worrying about slowing down play for others, you can make characters that do not work well with allies, and so on. Things work the way you want them to work.


What I found with experience, is that solo roleplaying works better for me when the game setting is well documented and detailed. That way you know what can be encountered where, and that makes applying logic and interpreting oracle results much easier than when you do not know anything. On the other hand, I’ve heard people using solo roleplaying as a form of creative writing and worldbuilding, where they start with a blank slate and fill in the details based on the oracle’s results. That could work too.


Another important thing is not to limit yourself to the tables in the oracle book. There’s lots and lots of tables and generators that can be used for solo play, both in books for other systems (for example, GURPS Dungeon Fantasy 8: Treasure Tables; Gary Gygax Living Fantasy, and so on). There’s a lot of online generators, such as chaoticshiny. And do not forget that you can always create your own tables tailored to your needs. Get creative!


I think that’s all I wanted to say on this topic. You can find several GURPS solo play reports on my blog under the solo tag, if you want to see an example. Thanks for listening, and have a good day! 

Friday, May 15, 2020

Ending Him Rightly: Mordhau and Pommel Throws in GURPS


https://cdn.discordapp.com/attachments/509263294050336778/711075839177130054/a67.png 
This post was inspired by a friend of mine who practices Fencing asking about what was possible with a Longsword in GURPS.

Pommel Throwing

Many swords throughout history had removable pommels, which could be thrown to disorient an enemy. Treat as thus:
 Removing a pommel takes 2 ready maneuvers and requires 2 hands. A fast draw or sword skill roll may change this to 1 maneuver but it failure by 5 or more drops the pommel on the ground at the swordsman's feet! Removing the pommel also removes its weight from the weapon.
Removing a pommel makes the weapon very unbalanced (-4 to skill), but it may be retrieved and reattached.
Not all pommels may be removed! Some blade construction uses the pommel to hold the grip onto the blade; the construction of the hilt may fall apart without it. At the GM's decision, a removeable pommel costs +$10 or $20. Katanas usually did not have pommels at all.

Throwing (DX-3)
Weapon Acc Damage Range Weight RoF Shots ST Bulkl
Shortsword Pommel 0 thr -3/die cr x0.5/x1 0.5 lb 1 T(1) 5 -1
Broadsword Pommel 0 thr -2/die cr x0.5/x1 1 lb 1 T(1) 6 -2
Greatsword Pommel 0 thr -1/die cr x0.8/x1.5 2 lb 1 T(1) 7 -2
 

Mordhau (Murder Stroke)

This is similar to half-swording. The Mordhau grip inflict the weapon's damage as appropriate for a mace of its size, or swing +2, +3, or even +4 crushing. A proper Mordhau is a Committed Attack  or All Out Attack, with the Strong or Determined options, against a grounded or otherwise disoriented throw. Both hands must be on the blade. If a foe catches the hilt, he may jerk the blade to attack the hands at half penalty on his turn, though a normal defense is allowed.

Extra Detail

These rules  are especially useful when the Blunt Trauma and Edged Weapons rules from Low Tech p102 are in effect. A GM who wishes to make them more effective may allow an extra +1 to crushing damage, and make the mordhau gripped swords unbalanced.

Having your Bell Rung

Strikes that don't penertrate armor can still have serious effects with head strikes. Optionally, the GM may decide that crushing face hits that deal Damage equal to DR ring plate helmets like a bell. This requires a HT roll to avoid Stun, and failure by 5 or more inflicts knockdown!

Tuesday, May 5, 2020

GURPS Alternate Melee Weapon Skills

I wrote this two years ago (2018) and posted it on the GURPS Discord because I was dissatisfied with the way GURPS handles the differences between two handed and one handed weapons. It got good feedback at the time, but it's otherwise been languishing in the archives of that server. I recently thought of it again, and even saw someone asking about it. So without further ado.

Alternate Melee Weapon skills

Polearm, Spear, Staff

No changes are made to these skills.

Swords

Defaults:
Each skill defaults at -2 per step of difference, Plus familiarity penalties.
Familiarity Penalties:
-1 per 20% of weight difference or -1 per 6" of length difference, whichever is worse.

The new skills and the old skills they replace are as follows:
Knife
    Main-Gauche
    Jitte/Sai
    Knife


Shortsword
    Tonfa
    Smallsword
    Saber
    Shortsword

Fencing retreats and such are now 'style' related. Take a perk to represent the appropriate training and stylistic knowledge for fencing retreats. (However, I do agree with ME of Chainlink and Concrete; Fencing Parry is bunk.)

Longsword
    Broadsword
    Rapier


Greatsword
    Two Handed Sword.
Note: Greatsword ONLY refers to the use huge, heavy blades that usually require two hands to use such as Zweihander and Greatsword. The GM may decide if this includes Bastard Swords as they do straddle the line between Two handed swords and Long swords. They can arguably belong in Greatsword as most of their uses have reach 2, this means that Greatsword applies to the one handed use of a Bastard Sword, but not to the two-handed use of a Longsword. That is still Longsword.

New Techniques

Jitte/Sai
Average
Defaults: Shortsword -2 or Knife -3
Allows one to claim the +2 in a quick contest to disarm an opponent.

Tonfa
Average
Default Shortsword -3 or Fast Draw (Sword) -3
This is the fast switching of a Tonfa's grip, as the skill described on B209

Axes and Maces

Two Handed Flail and Two Handed Axe/Mace no longer exist, there is just Flail, and Axe/Mace. A player may chose to either start with training in one or two handed version of the weapon. Optionally, if the GM wishes to have distinction , Two handed Flail and Two Handed Axe/Mace may be average techniques based on Flail and Axe/Mace respectively with a default of -2, but I personally think familiarity should be enough.
Important: Familiarity still applies, but it is -1 per 2 lbs of weight difference. (Adjusted for SM scale)

Extra Detail

Differences in blade geometry and grips are important! As another familiarity penalty that the GM can optionally use is -1 to -2 for radical differences in blade design (on top of weight and length differences), for example, a European knight used to Arming swords would find the totally different blade geometry of a Japanese Katana mystifying, and require a considerable amount of time to overcome this. Alternately, the GM may decide that different edge alignment needs of blades do not invoke hit penalties, but instead mean that the blade will inflict crushing damage instead of cutting until they become familiar with how to align the edge of their new weapon with their target.

The Logic Behind The Changes

It's rather simple. Why does a warrior experience a -3 or worse penalty simply for placing another hand on his weapon? Does his knowledge of the balance of his weapon change? Why is it that half-swording (Low Tech page 111) does not experience such a penalty? It's very inconsistent. These changes mirror those of Alternate Gun Specialities and Techniques from Pyramid 3/65 Alternate GURPS III.