Surrounded

31st Oct 2022, 12:00 AM in Trials Of The Tesseract
Surrounded
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Average Rating: 5 (2 votes)
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Author Notes:

31st Oct 2022, 12:00 AM
Having a player who can tell when you're trying to drop a hint about how you'd like something to play out can be an invaluable asset.

Is what I'd say if I knew any. Or was one. XD

Comments:

31st Oct 2022, 11:22 AM
Otaku
Since I just touched upon it on the previous page, one of the interesting differences between most d20 systems and the 3d6 approach taken by GURPS is that there is not always a 5% chance of critical success or failure. There are situations where rolls aren't required, but that is not what I mean. In GURPS, you're supposed to roll at or below the target number, so low is "good" and high is "bad". When it comes to things like your Active Defenses (Block, Dodge, Parry), Resistance rolls to magic, Poison, etc. you always can succeed on a natural 3 or 4. Under all circumstances, if the target number is 15+, a 5 is also a critical success. If the target number is 16+, so is a natural 6. This extends the Critical Success range to 4.6% and 9.3%, respectively. If the target number is less than three, you either don't get to roll, or only roll to see how badly you failed. A roll of 18 is always a Critical Failure. Unless you were rolling against a 16 or higher, so is a roll of 17. Anytime you roll 10+ above the target number, it is a Critical Failure. If penalties drop your effective Skill to -7 or lower, even a natural 3 is a Critical Failure (excepting Active Defenses and the like).

So... back to the above scenario and how it plays out in GURPS. The good news? GURPS ignores realism and lets you attempt to dodge all incoming attacks. You roll separately against each attack. Steve would also have one Block (via his shield) and probably one unarmed Parry (if nothing is in his non-shield hand). Steve only gets to attempt one Active Defense against each attack. Steve would have at least a 1.9% chance of defending against each successful attack. Given who and what Captain America is, he's probably aware of all his attackers (and their hypothetical attacks), so he gets to defend (no Active Defenses against attacks you don't know are incoming). Steve's Active Defenses are probably high: looking at each attack individually, Steve can probably defend with ease. That 1.9% chance of critically failing to Defend (natural 17 and 18) starts to add up due to the sheer amount of attacks. As for the troops surrounding Steve, yes, there is always a chance they fail, or even critically fail, at shooting him. The main deterrent to them just all opening fire is actually that Steve is surrounded; any miss (or shot he successfully dodges) can hit someone on the other side of him. If Chris has Steve do something that makes him worth killing immediately, I'm sure they'll make the sacrifice... but overall, this is a good way to make Chris have Steve surrender (if only momentarily) and have Hydra willing to take him prisoner (possibly without properly searching him).

No, I don't remember what happened next in the film. XD
1st Nov 2022, 10:23 AM
Corebrute
"The main deterrent to them just all opening fire is actually that Steve is surrounded; any miss (or shot he successfully dodges) can hit someone on the other side of him. If Chris has Steve do something that makes him worth killing immediately, I'm sure they'll make the sacrifice... but overall, this is a good way to make Chris have Steve surrender (if only momentarily) and have Hydra willing to take him prisoner (possibly without properly searching him)."

Why would Chris be upset if the Hydra agents shot each other? He's in a war game, I don't think he has a code against killing or anything like that, and he definitely killed a few Hydra in the previous scene alone. Having the soldiers kill each other would just be more encouragement to stay and fight.
1st Nov 2022, 12:58 PM
Otaku
I'm pretty sure you're misreading what I wrote, though maybe I'm just missing some glaring error? I admit, shifting between Chris (the player) and Steve (the PC) is a bit confusing, especially as I'm also referring to things from the Hydra soldiers' perspectives as well. Let me see if I can clear this up.

The "them" in that first sentence refers to the Hydra soldiers but does not Steve (Chris's character). Chris wouldn't be upset that the Hydra agents shot each other, the Hydra soldiers are worried about shooting the Hydra soldiers. :) Though Chris would also be less than thrilled because those Hydra soldiers would also be shooting Steve as well! Steve is unlikely to Block or Dodge every attack. Even if we assume that Steve has an effective Block and Dodge of 16 under these circumstances (which is unlikely), that still means he fails on a natural 17 or 18. On 3d6, that is a 1.9% chance. While 1.9% is better than a 5% risk of failing (rolling a 17 or 18 on 3d6 versus rolling a 1 on a d20), there are 20 to 30 soldiers surrounding Steve. The soldiers appear to be armed with flamethrowers and/or experimental Hydra weapons. Maybe the Hydra elites are armored enough not to care, but everyone else (this time including Steve) isn't going to be eager to get shot with these weapons.

Even if each weapon can only shoot once per turn, and even if they need some sort of recharging between shots... that's still 20-30 attacks Chris needs Steve to dodge... and if Chris is thinking ahead, he should suspect a "boss battle" coming up soon. So even a little damage now could be a big problem later.
2nd Nov 2022, 12:32 AM
Corebrute
Ok I think I get what you're saying, and it makes sense, thank you for going through the effort to explain.
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