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GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE
GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO
Production Artist z NIKOLA VRTIS Director of Sales z ROSS JEPSON
GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT
VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker z NIKOLA VRTIS
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Introduction
How to Be a GURPS GM discusses setting up and running GURPS Basic Set. For a detailed look at individual combat
combat encounters, but this complex subject benefits from traits and mechanics, How to Be a GURPS GM (especially
deeper study – one miscalculation could end a PC’s career! Chapter 6) is strongly recommended.
While numerous GURPS supplements cover combat, most
add rules when what many GMs seek is advice. That’s what
How to Be a GURPS GM: Combat Encounters provides. About the Author
This work walks the GM through choosing a fight’s time Sean Punch set out to become a particle physicist in 1985
and place, its difficulty, and how it fits into the campaign’s and ended up as GURPS Line Editor in 1995. In that capacity,
events. Although its advice is occasionally “crunchy” – a he has written, edited, or contributed to hundreds of GURPS
modifier here, a dice roll there – the emphasis is on plan- releases, revised the game into its fourth edition (2004),
ning encounters, adjusting them as they unfold, and making and been a regular contributor to Pyramid magazine. From
them fun. 2008, he has served as lead creator of the GURPS Action and
GURPS Dungeon Fantasy series; work on the latter led to his
Why Fight?
Before committing to a violent encounter, ask if the wandering monsters (p. 10). If the GM isn’t sure what to do
fight – with all the hard work to set it up – is necessary. The next, it’s time to invoke Chandler’s Law: “When in doubt, have
greater the number of the following situations that apply, the a man come through a door with a gun in his hand.” (This is
more justifiable the battle: often restated with ninjas.)
Establishing a conflict. An attack
on the PCs or on NPCs they’re pro-
tecting – Allies, Dependents, or a
Patron, or “just” someone who paid About GURPS
or begged for help (like the classic Steve Jackson Games is committed to full support of GURPS players. We can
merchant caravan or besieged vil- be reached by email: info@sjgames.com. Our address is SJ Games, P.O. Box
lage) – is a tried-and-true way to 18957, Austin, TX 78760. Resources include:
introduce “bad guys” at any stage New supplements and adventures. GURPS continues to grow – see what’s new
of an adventure. The opponents at gurps.sjgames.com.
might be malicious, misguided, Warehouse 23. Our online store offers GURPS print items, plus PDFs of our
misunderstood, or misinformed, books, supplements, adventures, play aids, and support . . . including exclusive
or simply muscle paid or begged to material available only on Warehouse 23! Just head over to warehouse23.com.
support a rival. Pyramid (pyramid.sjgames.com). For 10 years, our PDF magazine Pyramid
Raising the stakes. Once a violent included new rules and articles for GURPS, plus systemless locations, adven-
adventure is afoot, the heroes usu- tures, and more. The entire 122-issue library is available at Warehouse 23!
ally face mounting opposition on Internet. To discuss GURPS with our staff and your fellow gamers, visit our
their quest to resolve the conflict. forums at forums.sjgames.com. You can also join us at facebook.com/sjgames
This isn’t only dramatic but also or twitter.com/sjgames. Share your brief campaign teasers with #GURPShook
good for pacing, as it keeps the plot on Twitter. Or explore that hashtag for ideas to add to your own game! The
from advancing too quickly. The PCs web page for How to Be a GURPS GM: Combat Encounters can be found at
starting and ending their adventure gurps.sjgames.com/howtobeagurpsgmce.
by winning a single fight is anticli- Store Finder (storefinder.sjgames.com): Discover nearby places to buy
mactic. Dominating initial low-level GURPS items and other Steve Jackson Games products. Local shops are great
battles, getting the enemy’s attention places to play our games and meet fellow gamers!
and drawing out progressively scar- Bibliographies. Bibliographies are a great resource for finding more of what
ier foes, and eventually taking on a you love! We’ve added them to many GURPS book web pages with links to help
boss – that’s a story! you find the next perfect element for your game.
Sparking action. A plot can also Errata. Everyone makes mistakes, including us – but we do our best to fix our
advance too slowly or stagnate. When errors. Errata pages for GURPS releases are available at sjgames.com/errata/
that’s because the players don’t take gurps.
the initiative due to being uncer-
tain, distracted, or overcautious, an Rules and statistics in this book are specifically for the GURPS Basic Set,
attack can galvanize them to act; Fourth Edition. Page references that begin with B refer to that book, not this one.
that’s a traditional justification for
Most combats do not take place on an infinite smooth plain – there are usually all manner
of terrain and obstacles on the battlefield.
– How to Be a GURPS GM
The Battlefield
An encounter’s setting is as important and memorable as the long- or short-range game their moment in the spotlight,
the opposition. Answering Why Fight? (pp. 3-4) addresses the and means that players who gamble on always being at their
dramatic facet of this: the Big Boss’s mansion, a glass-littered preferred range never lose their bet, artificially inflating their
alleyway, a dungeon chamber, or wherever. It’s also crucial alter-egos’ effectiveness.
to weigh tactical and game-mechanical considerations. Where
these favor one side, they confer superiority or perhaps a Boundaries
game-changer, as explained in Matchmaker, Matchmaker
Determining scale implies defining the battlefield’s bound-
(pp. 5-6) – but even if they’re equally good or bad for all, they
aries. Indoors, this usually means a room’s walls, ceiling, and
can influence the fight’s atmosphere and stakes.
floor. Outdoors, the edges of the combat environment (below)
For rules for interesting battlefield features, GURPS Action
may set the boundaries; e.g., a water battle might be unable
5: Dictionary of Danger is highly recommended!
to move on shore. In either case, obstacles (p. 7) can also be
boundaries.
Scale If the battle is likely to rage to the boundaries, decide in
advance what happens there: Are the walls destructible? If so,
The battlefield’s physical extent is crucial yet often over-
they’ll need DR and HP. Can fighters drag themselves out of
looked. A vast combat area privileges ranged attacks and
the water and onto the shore? Then it’s important to define the
high Move – superiority in either matters. It means that the
line where “aquatic environment” gives way to “bad footing.”
“primary attacks” to compare are ranged, and that the “use-
Are the obstacles harmful? Assign the damage they do.
ful active defense” to weigh is Dodge. If the field lets a small
group to fall back almost indefinitely to string out a larger
one, and such tactics are likely, the GM might ignore numer-
ical superiority.
Environment
Equally important is what environment the battle (mostly)
Conversely, on a compact battlefield where nobody can
takes place in. Most fights happen on the ground, but water
travel even their full Move, the GM would be within their rights
and air combat are common in many genres, futuristic set-
not to count superiority for movement speed, ranged weap-
tings might have space conflicts, and there are weirder options,
ons, or defenses that rely on retreating – and to treat area-
like clashes on planes of existence with strange natural laws.
effect attacks that blanket the entire map as “game-changers.”
When both sides are capable of mobility in that environment,
Headcount is either crucial, as the more numerous side can
nobody enjoys superiority.
exploit flanking and mob tactics, or irrelevant, because there’s
However, if one side can exploit the environment to its
a funnel where all the action happens. If the area is cramped,
fullest while the other cannot, that’s grounds for superiority.
with barely enough space to step, the GM may compare only
It becomes a game-changer when the advantaged side can
attacks or defenses useful in close combat, or treat close-com-
fly over, swim under, or pop up behind their rivals, attack-
bat ability as its own category of superiority.
ing from a position that lets them circumvent defenses while
Many battlefields fall between these extremes: Large
avoiding significant retaliation. Be wary of this – even more
enough to allow a few seconds of running, but small enough
than most game-changers, this one can make the encounter
not to support unlimited retreating or carefully aimed
lopsided! That said, lots of ranged weapons, or special abili-
ranged attacks. These require no special considerations, but
ties that negate enemy movement, can sometimes negate this
shouldn’t be all battlefields – that denies PCs who are good at
game-changer.
If both sides are equally penalized, though, this lowers One side is adapted/native. That side can ignore the bad-
the encounter’s stakes, because successful attacks will be ness. The other side can’t, and either suffers its bad effects or
few and far between, and fleeing without being pursued or must lug around environmental protection – parkas, diving
shot is often possible. This can be unsatisfying – bordering gear, spacesuits, or similar – that limits or penalizes DX (see
on silly – if gamed out as endless misses until somebody gets Environment Suit, p. B192), counts as encumbrance, and/or
lucky. Save it for brief, unexpected clashes intended to intro- inflicts penalties for being layered with armor (p. B286).
duce foes and show off abilities, heightening tension without Whichever is the case, the first side gets superiority for
producing a victor. being favored by the battlefield.
Neither side is adapted/native. If neither side has ways to
Everything Else offset the danger, there’s no superiority but the stakes are
likely to be higher – be careful! If the hazard is bad enough
Every factor that could matter on the battlefield would fill to cost FP or HP, or to force HT rolls to avoid afflictions, on
an encyclopedia, but here are a few more ways to make a fight a combat timescale, then a side with environmental protec-
memorable. tion has superiority over one that doesn’t even if that gear is
clunky and heavy. But if it’s possible to survive briefly without
Weather ill effects, then doing without such equipment when it encum-
bers the other side bestows superiority – although the GM
Fog reduces visibility (pp. 7-8), snow and ice worsen foot-
should assess some bad effects, to keep people honest.
ing (p. 7), and so on. If this affects one side more than the
other, that’s another case of superiority for being favored by
the battlefield. Besides the ordinary combat
Weather that gives no superiority can still negate it if it
denies one side an edge they were counting on. For example, risks of swords, guns, and spells,
a hurricane (see GURPS Disasters: Hurricane) can ground
aircraft and blow ranged attacks off target, while a deluge can
adventurers commonly face other
douse matchlock weapons. If only one side has the affected hazards.
capabilities, they lose their advantage.
– GURPS Basic Set
Hazards
Fire, radiation, extreme temperatures, atmospheric pres-
sure or composition, vacuum, and countless other things can Gravity
do harm unrelated to anybody’s attacks; see pp. B428-437. Being better-adapted to local gravity – having G-Experience
This can affect encounters: (p. B57) for that gravity when the other side lacks it, or hav-
Both sides are adapted/native. The consideration is largely ing Improved G-Tolerance (p. B60) or higher Free Fall skill
aesthetic. It can still matter if an otherwise superior side is (p. B197) – grants superiority for being favored by the battle-
forced to send its one champion into the fight while the oth- field. A side that’s in their native gravity always has superiority
ers hang back in safety. For instance, two fire-resistant supers over one that isn’t, regardless of such traits. If neither side is at
might duke it out in a volcano where neither’s allies can home there, stakes are likely to be lower . . . especially in zero
venture, which makes the relative strengths of the sides less gravity when nobody bought Free Fall.
important than those of the fighters. This is an excellent way See Different Gravity (p. B350) for rules. This can make a
to make neglected abilities matter. fair fight more interesting simply because it’s different.
Meta-Violence Cheating
When all else fails, the GM can adjust the encounter’s diffi-
The GM can also give players the means to make “adjust-
culty by fudging dice rolls for attacks, defenses, damage, HT,
ments.” These work best as ways to keep PCs alive when things
etc. Be careful with this! Players who don’t catch on might
are going badly.
develop a false impression of how their characters stack up
Luck (p. B66). Making this a required advantage for all against the opposition, which can lead to future out-of-whack
PCs – as in GURPS Action – allows the GM to err on the fights; this is a special risk with new players who haven’t yet
side of toughness, because the heroes have a bailout in acquired intuition for GURPS combat. Players who do catch
their pocket. Luck has the advantage of being time-limited, on are liable to be annoyed – and some players will never for-
which keeps it from becoming too influential, but be warned give it!
that some players will hold up the game by dawdling to let Another way to cheat is to do any of the things under
it “recharge.” While it can be used for NPCs, “Luckily, he Adjusting the Challenge (pp. 11-12) when they’d be implausible.
dodges!” or “Reroll your critical hit.” steals players’ victories, While this might still annoy certain players, at least there’s an
so don’t overdo it. in-world reason for the change: ninjas show up out of nowhere,
Buying Success (p. B347). Letting players spend points to the peasant spearman has a fireball wand, the remaining bad
stay in the fight by turning failed defense, resistance, and guy miraculously has HT 20, rocks fall, whatever.
Aftermath
Congratulations! You’ve made it to the end of the fight. Should there be doubt about whether somebody saw this,
Perhaps some of the fighters did, too. Now what? the person responsible knows unless it was due to a stray
shot, in which case they must make a Vision roll; the victim
It’s All Over knows, unless they were struck from behind, concealment,
or similar; anybody else in the skirmish may roll at ‑4 (for
but the Shouting the distraction of fighting a battle!); and passive onlookers
receive an unpenalized roll.
If the encounter was remotely meaningful, it can be inter- Although it’s recommended to use Scatter (p. B414) for
esting – and important to the story – to remember its high- rockets, Explosive Fireballs, grenades, etc., and to bother
lights. Who killed whom? What heroic (or infamous) deeds with Hitting the Wrong Target (p. B389) and Overshooting
did bystanders witness? Were any important artifacts or scen- and Stray Shots (p. B390) if there are innocent bystanders,
ery destroyed? leave other outcomes vague – it’s tedious to track every stray
Some outcomes are obvious: crippling, incapacitation, shot, or to work out the precise effects of an explosion on
or death of fighters – or harm to bystanders, or destruction everything nearby. Instead, if potentially indiscriminate
of objects or scenery, due to deliberate attacks or stray attacks like ranged weapons, fire, or explosives weren’t com-
shots the GM tracked. When the results matter – a boss’s pletely absorbed by their targets (or were purposely tossed
demise, the loss of a master fencer’s blade (or arm), fire in the around at random!), roll 3d for each vulnerable object on the
cathedral, etc. – immediately jot down who did it and how. battlefield whose loss would affect the story meaningfully.
STEVE JACKSON GAMES
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