Longbow Versus Swordsman: Gurps w/ Options
Last time I ran through this with GURPS, we used the very basic combat options. This time through we introduce many more, including hit locations.
As before:
Per 12 [5]; FP 10 [0]; Basic Speed 6 [0]; Basic Move 6 [0]
Advantages: Combat Reflexes [15]; Increased Perception 1 [5];
Fast-Draw (Arrow) DX+2 [2]-16; Geography/TL3 (Regional) IQ-1 [2]-9;
Hiking HT-1 [1]-9; Survival (Plains) Per+1 [4]-13; Survival (Mountain) Per+0 [2]-12;
Swimming HT+0 [1]-10; Jumping DX+0 [1]-14; Knife DX+1 [3]-15; Stealth DX+0 [3]-14;
; 0.1 lb]; 1 Leather Armor [$100; 10 lb]; 1 Leather Cap [$32; 0 lb];
The skill format is just (Skill Name Base_Attribute +/- Modifier [Points Spent] - Effective_Skill)
Steve the Swordsman is also back. He now has an Alcoholism disadvantage, but is ready for a rematch.
Name: Steve the Swordsman (150)
Attributes: ST 15[50]; DX 12 [40]; IQ 9 [-20]; HT 15 [50]
Secondary Characteristics: Dmg 1d/2d-1; BL 34 lb; HP 17 [4]; Will 9 [0];
Per 9 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0]
Advantages: Combat Reflexes [15];
Perks:
Disadvantages: Alcoholism [-15];
Quirks:
Skills: Shield (Shield) DX+2 [6]-14; Broadsword DX+2 [8]-14; Knife DX+0 [1]-12;
Tactics IQ-1 [2]-8; Animal Handling (Equines) IQ-1 [1]-8; Axe/Mace DX-1 [1]-11;
Carousing HT+0 [1]-12; Crossbow DX+0 [1]-12; Climbing DX-1 [1]-9;
Riding (Equine) DX-1 [1]-11; Fast-Draw (Sword) DX+1 [1]-13; Feint (Broadsword) +1 [2]-15;
Equipment: 1 Mail Leggings [$110; 15 lb]; 1 Mail Sleeves [$70; 9 lb]; 1 Mail Coif [$55; 4 lb];
1 Mail Hauberk [$230; 25 lb]; 1 Large Shield [$90; 25 lb]; 1 Broadsword [$500; 3 lb];
Before we begin, we note that Steve is Lightly encumbered, so his base Move is 4 and Dodge is 11.
Bob is not encumbered, so his effective Move is 6 and Dodge is 10.
No changes so far.
1st second: Bob readies a bow, Steve readies a shield. Steve also steps 1 yard.
2nd second: Bob quick draws an arrow (rolling 3d6 versus his skill and succeeding). Steve moves forward 3 yards and uses All Out Defense and gets a +2 to one active defense, while allowing half movement.
3rd second: Bob aims. Steve moves forward with All Out Defense, he is going slower, but trading speed for protection.
4th second: Bob aims one more round. Initial round of aiming grants ACC of the weapon, each additional round gets a +1 up to a point. Steve is still in All Out Defense, but creeps forward.
5th second: The combatants are 90 yards apart. Bob is making a Determined attack, which give him a another +1, but he can't take and active Defense. This is great for the firing range, or when you have one enemy 90 yards away that can't hit back right now... Bob is also going to 'aim for whatever presents itself' which means if he hits, it is a random hit location instead of defaulting to the torso.
Bob starts at -10 due to range.
His Longbow has an ACC of 3, so he gets +3 for one round of aiming and +1 for the other.
He is making a Determined attack: +1
His total modifier is -5, his normal skill is 15, modified skill is now 10.
He rolls 3d6 and wants to meet or roll under that.
Your Longbow versus Swordsman game tests were quite enjoyable! Maybe because I read them in chronological order, I felt like Against the Darkmaster had the most tension, Zweihander was the most unrealistic and GURPS Plus met my expectations for "realism."
ReplyDeleteBravo!
Any plans for a follow up sometime in the future, maybe trying out how different systems handle social conflict?
That is a very good idea! I'm kicking off a Witcher campaign shortly, and that system does claim to have dedicated 'verbal combat'.
DeleteAgainst the Darkmaster is a very nice work in general, and I hope to be able to run a campaign of it sometime this year.