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TM

TM

Written by SEAN PUNCH


Illustrated by LASLO LUDROVAN

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

Reviewer: Steven Marsh

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STEVE JACKSON GAMES


Stock #37-0368 Version 1.0 – July 2021 ®
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . 2 To Map or Not to Map? . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Recommended Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2   Theatre of the Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2   Tactical Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Visibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Art of Violence . . . . . . . . . . . . . . . . . . . . 3 Mounts and Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Why Fight? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Everything Else . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
And in This Corner . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Gravity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Why Not Points? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
What About Another Rating? . . . . . . . . . . . . . . . . . . . . 4 Before-Action Actions . . . . . . . . . . . . . . . . . . . . . . . . 9
Matchmaker, Matchmaker . . . . . . . . . . . . . . . . . . . . . . . . . 5 Surprise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Negations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Deliberate Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
But I’d Be Doing This! . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Battlefield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
“Wandering Monsters” . . . . . . . . . . . . . . . . . . . . . . . . . 10
Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Hasty Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Boundaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
What Were You Doing? . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Lay of the Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Footing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Posture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Maneuver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Relative Height . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Fight! Fight! Fight! . . . . . . . . . . . . . . . . . . . . . . . . . 11
Adjusting the Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Meta-Violence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Combat is a fundamental part Cheating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
of most RPGs, challenging and Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
It’s All Over but the Shouting . . . . . . . . . . . . . . . . . . . . . . 12
thrilling players. Black Box Review . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Looting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
– How to Be a GURPS GM Time to Rest? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Advanced Conflict Resolution . . . . . . . . . . . . . . . . . . . . . . 13

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

Recommended Books design of the Dungeon Fantasy Roleplaying Game, released


in 2017. Sean has been a gamer since 1979, but devotes most
Much of the advice in How to Be a GURPS GM: Combat of his spare time to Argentine tango. He lives in Montréal,
Encounters is applicable to combat in any roleplaying game. Québec with son amour, Geneviève.
Its examples are from GURPS, however – primarily the

Contents and Introduction 2


The Art of
Violence
A fun and memorable combat encounter is a work of art: The and execute it with flair. A senseless beatdown with the risk of
GM must pick suitable subject matter, stage it interestingly, losing beloved characters isn’t enjoyable for anyone.

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

The Art of Violence 3


Resolving a conflict. All fighting is about settling a beef, but Matching risk to reward. The previous point taken to its
here we mean resolving a conflict within the plot: Once the extreme lays the foundation of the “dungeon crawl”: Defeat
stakes have risen as high as the GM desires, there’s a finale enemies and reap the spoils. Obtaining anything worth having
or showdown, maybe a “boss fight.” Most players expect at involves facing danger – sometimes traps or environmental
least some differences of opinion – from whose ’hood this is hazards, but mostly the booty’s guardians or current owners.
to whether Good or Evil prevails – to be settled on the field In a fight-loot-repeat campaign, combat is always justifiable;
of battle. Even in a mostly nonviolent campaign, duels might stringing battles into a “plot” is entirely optional.
advance the story; such contests are still combat, however rit-
If none of these motivations suit the campaign’s cur-
ualized and nonlethal.
rent state – there are enough conflicts, the plot is advancing
Granting agency. Not every battle is initiated by the GM in
smoothly and nonviolently, the players aren’t itching to fight,
service to the plot. If the PCs are assassins, bandits, raiders,
a random scrap would present no meaningful gain, and it’s
or other violent types, the players might have their alter-egos
too soon for a finale – do something else! Planning, travel,
attack someone – and the target may fight back. While this
investigation, skullduggery, social manipulation, technical
could be integrated into the adventure, that isn’t required.
tasks, and more are all part of a good adventure. Shoehorning
Some players like to cut loose after lots of plotting, planning,
violence into a story that doesn’t need it is a recipe for a bad
and sneaking, and a side job as an enforcer, mercenary, or
combat encounter.
hitman can earn the cash needed to continue the real story.

And in This Corner . . .


If a combat encounter makes sense, you need to choose Finally, points rarely account for equipment. Anyone might
who the PCs are fighting. Not only dramatically – answering beg, borrow, steal, find, or be issued gear that costs no points
Why Fight? (pp. 3-4) implies you’ve already picked suitable as Signature Gear, Wealth, gadgets, etc. A punk with a cheap
foes in that sense – but also mechanically, in terms of abilities gun, a stolen car, and mediocre stats can murder many master
and equipment. You want these to present the desired chal- martial artists in a drive-by shooting; a magic sword pulled
lenge, be that “pushover,” “close match,” or “fatal error.” from a stone can turn a novice hero into a warrior-king.
There’s no way to sugarcoat it: This is the hardest part.
What About Another Rating?
GURPS has no official “challenge rating” to
A 25-point thug is more than a match for compensate for this. The closest thing is It’s a
a 100-point intellectual in a fight. Threat! (Pyramid #3/77: Combat, pp. 29-35). While
useful, be aware of its limitations.
– GURPS Basic Set First, it involves considerable math. This is
easily done between sessions but impractical in
encounters where the GM can’t guess before-
hand which foes will appear or which PCs will fight them.
Why Not Points? Calculating every possible match in advance is significant
Character points aren’t useful for “combat matchmaking.” work – and all it takes is for the heroes to find or lose allies
Many combatants – e.g., monsters (particularly those with or gear unexpectedly to force recalculation that could kill
abilities that aren’t defined in terms of standard traits), hasty dramatic momentum. This is particularly troublesome with
or “theatre of the mind” NPCs, and non-characters like illu- wizards who can conjure pets and objects, gadgeteers who
sions, animated objects, and traps treated as fighters – rarely can kit-bash robots and weapons, and similar characters.
even have point totals! Indeed, it doesn’t entirely account for gear. It has difficulty
Participants who do have point totals may sink many accounting for specific strengths vs. specific weaknesses, too.
points into traits that can’t affect combat. The world’s fore- These things involve more math – and once again, there’s the
most investment banker is probably wealthy, skilled, and risk of somebody changing the balance right before the fight
worth heaps of points – and useless in a scrap. Similarly, low- (“Critical success against Hidden Lore! Guys, the demons
points characters can possess disadvantages that don’t matter are weak to silver, and Leslie Wolf-Slayer here has 12 silver
in a fight but generate many points to spend on combat abil- knives!”). It has similar issues with all-or-nothing attacks (“If
ities. An ugly social outcast with high weapon skills might be they manage to toss their nuclear hand grenade, they win. If
worth few points yet be a deadly fighter. not, they’re doomed.”).
Even if you consider just points in combat abilities, quan- Most important, it’s incapable of predicting the rela-
tity has a quality all its own. The side with more fighters tive effectiveness of tactics; e.g., outflanking. Veteran play-
can outflank their opponents and try more attacks, hoping ers frequently use their wits to beat enemies who outclass
for critical hits. Combatants with enough points can afford their characters, while new players lose easy fights with bad
game-changers that practically guarantee victory over those choices. In this vein, it has trouble with headcount; while it
who lack them. Thus, eight thugs with 50 points apiece in offers advice, it mostly adds up challenges with little regard
combat capabilities don’t equal four PCs with 100 points each for the prospect of many weak fighters swarming and defeat-
in such traits, nor a boss with 400 points there. ing a few strong ones.

The Art of Violence 4


Matchmaker, Matchmaker and Fit aids HT rolls, so they’re already in the mix), like High
Pain Threshold, Regeneration (Very Fast), and especially Luck.
It’s often more effective to start by imagining a “fair” fight • Has ranged weapons while their foes don’t.
where the NPC opponents are the PCs’ equals in certain key • Has superiority in abilities or gear that grant extra
areas that matter in nearly every battle: attacks – be that Extra Attack, sufficient skill to do a Dual-
Weapon Attack or Rapid Strike every turn, or full-automatic
• Headcount.
weapons that can be sprayed everywhere.
• Movement speed.
• Is favored by the battlefield (pp. 6-8) – say, they have the
• Skill with primary attacks.
high ground or are better-adapted to the footing. Count multi-
• Damage with primary attacks.
ple effects separately, but never double-count.
• Best useful active defenses (e.g., don’t count Block in a
• Is played by gamers with less tactical experience (very
gunfight).
important!).
• DR.
• HP. If any of these apply to a side, treat it as an extra superiority
• Roll to resist being taken out (normally HT – but factor for them. This can make up for inferiority in key areas, even
in Fit, Hard to Subdue, etc.). provide a net advantage.
In effect, visualize pitting the PCs
against themselves. Don’t calcu-
late mathematical averages for each
side – that’s a lot of work, and no more
meaningful than an educated guess.
Do consider gear: Weapons affect
damage, shield DB improves active
defenses, armor adds to DR, and so on.
Now, decide how tough the fight is
supposed to be.
For an easy fight, use NPCs who are
inferior in more key areas than they’re
superior – the more areas of inferi-
ority, the easier the battle. Usually,
having lower skill and active defenses
will suffice, if they’re otherwise well
matched (e.g., equal numbers of believ-
able human troops with comparable
gear). If they’re inferior in every area
but headcount, they can be numer-
ous – though be warned that even 2:1
numerical odds can end badly for the
heroes if the battlefield (pp. 6-8) makes
flanking likely.
A fairly even match doesn’t mean
the NPCs are the PCs’ equals in every
respect. They can be superior in roughly
as many areas as they’re inferior. A common choice in melee Next, consider game-changers, such as when one side . . .
combat is foes who are less numerous, less skilled, and
poorer on the defensive, but with beefed-up ST and HT giv- • Achieves surprise (p. 9).
ing better damage, more HP, and superior rolls to stay stand- • Has mobility that makes attacks from behind or a posi-
ing. Another is enemies who are more numerous, faster, and tion of impunity a certainty – a common result of unmatched
tricky to hit due to high Dodge, but who do pitiful damage Flight or Warp.
and have mediocre DR and HP. • Has overwhelming “off screen” support, like artillery.
For a tough fight, the NPCs should be superior in more • Has superhuman capabilities (magic, powers, implants,
areas than they’re inferior. Classic examples are “brutes” with etc.) that boost most or all of the key areas.
big damage, DR, HP, and HT, their only flaws being lower • Has superhuman capabilities that can take out foes in
skill and defenses. The more areas of superiority, the harder one fell swoop; e.g., by turning them to stone or controlling
the encounter – true bosses, especially lone ones, can be better their minds.
across the board. • Has superhuman capabilities that dictate outcomes (like
But that isn’t the whole story! First, there are special areas Super Luck).
that come up in only some battles. One side . . . • Isn’t merely favored by the battlefield but is handed a
near-absolute advantage by it; e.g., total darkness if they have
• Has a huge edge in a key area. Dark Vision but their rivals don’t, or underwater if they have
• Has more combat-relevant advantages that haven’t been Doesn’t Breathe and Amphibious while their enemies are sink-
counted in another way (e.g., Combat Reflexes boosts defenses ing in heavy armor.

The Art of Violence 5


Count game-changers for each side. If one side has more, correct order is “choose the NPCs’ equipment and then bal-
the battle is slanted in their favor regardless of everything ance the encounter” – never the other way around.
else! If the encounter is meant to be even-to-hard for that
side or easy-to-even for their opponents, the side with fewer Negations
game-changers should have most every other superiority.
Don’t count superiority or a game-changer if the other
side possesses a surefire way to nullify it. High DR and
Gear Regeneration (Very Fast) could give monsters superiority in
Equipment might affect anything above, handing one side two areas against heroes who lack comparable traits – but if
superiority or supplying a game-changer (like the nuclear those abilities don’t work against silver and the PCs have many
hand grenade alluded to earlier). If it does, count it! The silver weapons, that blunts both edges. Such cancellations can
be enough to make a tough fight even, or an even one easy.

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.

The Art of Violence 6


Regardless, this influences the clash’s character. If
nothing else, the GM needs a way to record additional
dimensions: altitude for flyers, depth for swimmers,
maybe even a separate map of another plane of existence.
To Map or Not to Map?
There are two basic approaches to RPG combat. Choos-
ing one and meeting its requirements is essential to prepar-
Lay of the Land ing a combat encounter.
For ground battles – including encounters in buildings
and on the decks of vehicles – what that ground looks like Theatre of the Mind
is important. The battlefield is described and updated verbally, often
abstractly. Positional considerations such as facing and
Footing posture might be ignored unless crucial; e.g., behind some-
Complications such as knee-deep water, mud, or a rock- one or knocked down. Distances are often qualitative (“You
ing ship penalize movement (p. B387), attack (pp. B547, need a Move maneuver to reach them.”). At most, the GM
B548), and defense (p. B549). If only one side can avoid tracks these data on scratch paper.
this, they get superiority for being favored by the battle- Pros: No need to have a map beyond a sketch, or figures,
field. If they accomplish this by flying or otherwise not accelerating setup. Avoiding Chapter 12 and big swaths of
being on the ground, don’t also count this as superiority Chapter 13 of the Basic Set, simplifying the rules.
for being able to exploit the environment (pp. 6-7) unless Cons: Everyone requires an excellent mind’s eye. The
their rivals are at an extra disadvantage for being bogged locations of fighters, footing, obstacles, hazards, etc. can
down; e.g., being on foot against airborne foes is bad, but cause doubts and arguments, and even if individually plau-
being stuck in mud against those opponents is worse. sible, may collectively suggest a geometry that strains sus-
pension of disbelief. Player tactical skill is rewarded less.
Obstacles Some character abilities (like Move) are less valuable.
Interesting battlefields boast scenery such as rocks or
furniture to clamber onto, walls blocking movement in Tactical Combat
certain directions, and localized dangers like fires, spikes, The battlefield is mapped. Its features – footing, obsta-
chasms, and the edges of platforms. If these restrict only cles, elevation, hazards, etc. – are laid out for everyone to
one side, the fighters who can ignore them – say, they see. Counters show each combatant’s location, facing, and
can fly and don’t care about falling – have superiority for posture. Distances are measured.
being favored by the battlefield. If these affect both sides
equally, they can still matter, for two reasons: Pros: Objectivity minimizes disputes. Moving figures
around rewards player tactical skill. Once players get com-
1. If harmful, they raise the stakes. Even the victors fortable with the rules, play is fast because there’s no need
might end up in worse shape for the next fight. to negotiate each action verbally.
2. They can limit effective scale by establishing bound- Cons: Each fight requires a prepared map and figures.
aries (p. 6), because while the battlefield might ostensibly More rules to learn and use. Temptation to act on knowl-
be extensive, nobody can bypass the obstacles surround- edge that’s visible to the players but wouldn’t be to their
ing them – at least, not in combat time. This gives rise to characters. False precision; tactical combat is still some-
an important warning: what abstract, but some gamers interpret everything as
Beware the Infinite Featureless Plane™. Failure to think firm (e.g., a retreat is simply a once-per-turn extra-good
about the battlefield’s scale and the nature of its boundar- defense, but some may claim it’s literally moving back
ies hands combatants capable of exploiting constant step- a yard).
ping (p. B368) and retreating (p. B377) – and those who
ignore close-range fighting ability – an artificial supe-
riority. They can keep backing up, circling, and otherwise
eluding their rivals without consequences. When this isn’t part
of the GM’s dramatic plans, it renders the encounter unsatis-
Visibility
Factors such as concealment, darkness, fog, and smoke limit
fying. Most arenas should include places where combatants visibility. Differences in the ability to detect the enemy – e.g.,
can’t or don’t want to step, meaning that with clever tactics, one side has Night Vision while the other doesn’t – are, at a
fighters can be cornered or get their back to something. minimum, a case of being favored by the battlefield and enjoy-
ing superiority. That’s because one side’s attacks and defenses
Relative Height suffer penalties like those under Visibility (p. B394).
If both sides are on the ground, the higher party benefits A complete inability to locate the enemy – say, due to invisi-
in both melee (p. B402) and ranged combat (p. B551), and bility or total darkness – goes beyond superiority and becomes
may be able to attack from above (p. B402). Collectively, a game-changer when it applies only to one side. This can
these effects are one more way that being favored by the bat- amplify the weakest foes into formidable ones, so handle with
tlefield can give superiority. This is already a benefit of being care! Unless the goal is a total slaughter, grant further advan-
able to fly when your rivals cannot – if it was counted under tages to the favored side only if they’re so feeble that even free
Environment (pp. 6-7), don’t count it again. hits for full damage are unlikely to do much.

The Art of Violence 7


Mounts and Vehicles
Mounts and vehicles often give superiority in move- vision, or whatever, that still awards net superiority in
ment speed if fast, damage if strong or armed, DR if the relevant areas. Even if both groups have comparable
armored, HP if massive, and so forth. Some can ignore transportation, be aware that the stakes are higher in such
footing (p. 7) or obstacles (p. 7), operate in favorable fights – being trampled by elephants, struck by a lance,
environments (pp. 6-7), or better exploit scale (p. 6) – or blown up in a tank, or shot out of the sky in a plane is
be limited by scale due to being too big to operate effec- bloodier than being wounded by a sword or rifle.
tively in a tight space. Vehicles might be accessorized with If only one side has such transportation, that side typ-
equipment that negates poor visibility (pp. 7-8), hazards ically enjoys additional superiorities or game-changers as
(p. 8), etc. Balance the encounter based on the transpor- a result of the above. Even if there’s no clear advantage
tation’s capabilities, where superior to those of the riders (say, a tough super vs. a tank), the GM may count “has
(who still provide skill and possibly active defenses). mounts” or “has vehicles” as an extra superiority: The ride
This is true whether one or both sides are mounted allows its rider to attack while it handles movement.
or in vehicles. When both sides are but one side’s rides See Mounted Combat (pp. B396-398) and Basic Vehicle
are faster, better-armed or -armored, equipped with night Combat (pp. B467-470) for important rules.

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.

The Art of Violence 8


Before-Action Actions
A combat encounter’s temporal context can also make it in the dungeon, or sharks lurking out of sight in the deep. The
interesting, and significantly affect its outcome. This is less GM shouldn’t be too mean, but unless a player asks to use an
about when it happens than about what’s going on when it ability that could detect the enemy – or a hero’s Danger Sense
happens. goes off – the ambush will happen. For PCs, it’s a reward for
taking the risk of scouting ahead, bribing informants, or oth-

Surprise erwise gathering intelligence, or for a great Tactics roll.


The side setting the ambush can prepare to gain various
Surprise Attacks and Initiative (p. B393) is somewhat vague forms of superiority:
on when surprise occurs. The GM might want to supplement
• Choose a battlefield whose scale favors their primary
it with these guidelines:
attacks (e.g., long lines of sight for snipers, or vegetation right
• If the two sides meet in an area with clear sightlines and on top of a trail for melee fighters) or best active defenses,
no hiding spots, and neither enjoys persistent concealment that offers their preferred environment (like that shark in the
(e.g., invisibility), nobody has surprise. deep), or where they enjoy such edges as relative height (p. 7)
• If the two sides are separated by something that blocks or asymmetric visibility (say, due to camouflage).
sightlines and neither is being sneaky, the GM should secretly • Alter the battlefield so their victims are unable to use
make each side’s best Sense roll capable of detecting the other. their best attacks, defenses, or mobility, or are in bad footing
Success lets that group opt to try to achieve surprise. This can (p. 7), on the bad side of obstacles (p. 7), or exposed to haz-
be both sides! ards (p. 8).
• If either side is already being sneaky in circumstances • Rally their forces, perhaps calling for backup or super-
where that makes sense, they may try to achieve surprise. This naturally summoning help, to obtain numerical superiority.
can be both sides, too! • Prepare ranged weapons.
• If one side is undetectable by the other, they may try to
They might also be able to secure or deploy game-changers;
achieve surprise.
e.g., a position in which they cannot be counterattacked, with-
If either group tries for surprise, roll a Quick Contest: ering fire support, deadly traps (like landmines), or powerful
superhuman abilities that take too long to use in battle.
• If one side tries, they must win a Contest of their worst
Most important, they achieve surprise, which is always a
Stealth vs. the other side’s best Hearing or Vision – or their
game-changer.
rivals’ Observation, if sentries are posted – to achieve surprise.
If they were “undetectable” above, their victims’ roll should
be penalized.
• If both sides try, use the worst Per-based Stealth on each
side. The winner achieves surprise. On a tie, both sides are But I’d
surprised!
When scouts ahead of a main party achieve surprise, they
Be Doing This!
To avoid surprise and ambush – or to start all fights
may optionally return to alert their associates. Success at a at an advantage – some players will claim that their
simple Tactics roll allows the whole group to set a deliberate PCs are always armed, armored, standing, and taking
ambush (below), while failure or not trying leads to a hasty a Wait maneuver somewhere strategic. However, unless
ambush (p. 10). Only critical failure at Tactics forfeits sur- they can plausibly arrange that, and do, they’re doing
prise, though. whatever makes sense in the scene; e.g., at a classy
Under adventuring conditions, surprise is almost always restaurant, they’re seated, unarmed, eating dinner.
partial: fleeting mental stun (p. B420), with progressively bet- Those who insist on higher states of preparedness
ter IQ rolls to recover, starting at once. This is still a game- must accept tradeoffs. For instance, the ‑1 to ‑4 to
changer. Total surprise (1d seconds of stun, followed by reaction rolls that Reaction Penalty (p. B286) assesses
unmodified IQ rolls to recover) is best used sparingly if you for being armored can be expanded to being armed
want a combat encounter rather than a plot device. and lurking in corners; such penalties are cumulative.
Being on maximum alert requires a Will roll every
Ambush 10 minutes to avoid losing 1 FP (GURPS Tactical
Shooting, p. 33).
A combat encounter that starts with somebody being The GM should be open to exceptions for specific
jumped is an ambush. There are two types of ambushes, both traits. For disadvantages, there should still be penal-
closely related to surprise (above). ties; e.g., someone with Paranoia might have their back
to a wall, but they also have ‑2 to reaction rolls. Being
Deliberate Ambush better-prepared without drawbacks requires one Stan-
This involves knowing the opposition’s movements in dard Operating Procedure perk (GURPS Power-Ups 2:
advance and lying in wait. For NPCs, it’s usually a question Perks, p. 15) per specific preparation.
of encounter design; e.g., goblins hidden behind a false wall

The Art of Violence 9


Hasty Ambush
This is what happens when two sides clash suddenly,
“Wandering Monsters” but one side has enough time to anticipate the other and
try for surprise. The GM can use the rules under Partial
Some adventures include the possibility of battle with
Surprise (p. B393) to determine which side. Here, the side
enemies “in the area” but not in specific locations where
that ambushes cannot prepare – surprise is the whole of the
they can be attacked preemptively. These show up due to
ambush, though it’s still a game-changer! However, those
dice rolls made on a schedule, or in response to specific
who enjoy it might gamble on a turn or two of unanswered
actions. In modern-day warfare, for instance, tracking
action permitting them to use higher-skill or -damage
every possible enemy patrol would be a nightmare, so the
attacks, or special abilities, that would normally be risky;
GM might establish hourly odds of encountering one. The
e.g., someone who knows they won’t face attacks for a turn
“wandering monsters” of hack ’n’ slash fantasy are iconic,
might cast a spell or risk an All-Out Attack.
so we’ll use that term.
Wandering monsters have an interesting relationship
with many concepts in this supplement. First, they nar-
row down the answers to Why Fight? (pp. 3-4). In dra-
What Were You Doing?
Whether or not a violent encounter involves surprise or
matic terms, they’re closer to scenery than to antagonists
ambush, it’s crucial to know each combatant’s physical and
tied to the central conflict – and they’re not hanging
mental state when combat time begins. There are several
around for players to assert agency upon. They exist to
facets to this. The GM determines these for NPCs, but to
“spark action” when things slow down, and to place addi-
assess them for PCs, get into the habit of asking the players
tional risk in the path of reward.
what they’re doing at the beginning of each scene – espe-
Thus, they aren’t necessarily hand-picked, as And
cially when they enter a new area. Those decisions stick if
in This Corner . . . (pp. 4-6) tacitly assumes. They can
hostilities break out. Players who don’t answer are leaving
be – guards or enemy troops might be adjusted to provide
all details to the GM, who needn’t be charitable!
a specific kind of fight. However, classic wandering mon-
sters don’t only show up at random but are also chosen
at random, by a roll on a table; the threat they pose can Location
range from “trivial” to “grave.” Who’s where? This is sometimes self-evident; e.g., a
Toughness can vary even for well-matched foes, moving vehicle’s pilot is at the controls. For travelers,
though, because they might randomly appear where “marching order” matters – who’s in front of whom, how
The Battlefield (pp. 6-8) favors them (or not!) – or when many abreast, and whether there are scouts. Attackers
the heroes’ Before-Action Actions (pp. 9-11) result in an should specify their formation. Parties who haven’t both-
unforeseeable (dis)advantage. For instance, if the PCs ered to clarify such things are randomly scattered through-
stop in the forest to treat their wounded, and the dice out the area, though it’s fairest to assume that PCs who are
summon stealthy woodland hunters, these enemies exploring a dangerous area or expecting combat are in a
would be far deadlier than if they’d challenged healthy group, not separated.
adventurers on open ground.
Such variability isn’t necessarily bad. It can serve to Equipment
keep answers to What Were You Doing? (below) sensible:
If the PCs take too many rests (say, to regain FP), make Who’s holding what? Soldiers, thugs, dungeon explorers,
excessive noise (tapping on walls for secret doors, drag- and other violent types are normally brandishing weapons.
ging artillery pieces around, squabbling, etc.), or com- Anyone engaged in time-consuming activities requiring
promise their alertness (e.g., driving at high speeds with tools is employing that equipment. Those resting or chat-
no headlights), they may attract attackers, making them ting are unlikely to be wielding anything. Whether people
rethink questionable choices. are wearing armor, night-vision goggles, enchanted rings,
Wandering monsters also have a special relation- etc. should be a function of whether those items make sense
ship with Surprise (p. 9) and Ambush (pp. 9-10): If they in the scene, and to what extent the players have estab-
can’t be anticipated, they can’t be ambushed. But as they lished that their alter-egos usually wear such gear.
weren’t there to be found, the GM shouldn’t have them
set ambushes, either; save those for set-piece encoun- Posture
ters. Wandering monsters can and often do inflict sur- Sentries, patrols, and travelers on foot are typically
prise, though – especially if the GM made an extra standing. Characters at vehicle controls, desks, worksta-
check for them due to PCs resting, being noisy, or not tions, etc. are sitting. Anyone resting (to recover FP) can
paying attention. choose to be sitting or lying down. Treat sleeping people as
Don’t overdo it! Too many random encounters makes lying down regardless of actual posture – they need a cou-
But I’d Be Doing This! (p. 9) a bigger problem. Like ple of turns to get upright.
any fight, one with wandering monsters should be nec-
essary – it’s just that the necessity isn’t to tell a specific
part of the story but to remind the players that they’re on
Maneuver
an adventure. Anyone surprised (p. 9) or sleeping is deemed to be tak-
ing a Do Nothing maneuver with the penalties of mental
stun (p. B420).

The Art of Violence 10


Anyone ambushing (pp. 9-10) can open the fight with any might rule that travelers are taking Move; people performing
maneuver they like – usually Attack. In a deliberate ambush, IQ‑, Will‑, or Per-based activities are taking Concentrate; and
give the maximum bonus for Aim to ranged attacks, for Eval- anyone doing a ST‑, DX‑, or HT‑based task is taking Ready.
uate to melee ones. In a hasty ambush, a fighter can open with Optionally, someone actively scouting or standing watch can
Aim or Evaluate, but they gain neither benefit automatically. state in advance that they’re maintaining Wait, but that’s tir-
Everyone else is assumed to be taking Do Nothing – per ing: Roll vs. Will every 10 minutes to avoid losing 1 FP.
p. B364 – without mental stun. The GM who wants extra detail

Fight! Fight! Fight!


After justifying the encounter, choosing suitable opposi- superiorities or game-changers, or decreasing or taking away
tion (if only by rolling for a wandering monster), assessing the PCs’, to make the fight harder for the heroes – or doing the
the physical and temporal circumstances, and fine-tuning opposite to make it easier. Ways to accomplish this include:
the resulting superiorities and game-changers to achieve the
Reinforcements. If the PCs are winning too easily, more
desired difficulty, it’s time to run the battle. There’s no short-
foes might hear the noise and come running – or the enemy
age of published material on this! The Basic Set contains three
boss may send backup, or intervene personally. If the protag-
chapters on combat, How to Be a GURPS GM has a chapter
onists are getting creamed, perhaps their backers or superiors
explaining these, and many supplements add further detail in
provide aid, or a common enemy of their rivals turns up. This
specific contexts: GURPS Dungeon Fantasy 16: Wilderness
makes sense in all but extremely isolated encounters – which
Adventures for outdoor engagements, GURPS Martial Arts
are rare in settings with security cameras, tactical radios, psy-
for muscle-powered combat, GURPS Tactical Shooting for
chic remote viewing, crystal balls, paratroopers, teleportation,
gunfights, and so on.
or anything similar. Not all reinforcements show up in person;
Despite all your reading and planning, however, the fight
“off map” support could be plausible, too, in forms such as
might not go the way that tells the best story – it’s too easy
archers, snipers, or artillery, or long-range magic, or just a
or too hard. This is typically due to the GM misjudging dif-
hacker manipulating the lights.
ficulty (it happens to the best of us); the players doing some-
Change of tactics. If the NPCs are winning more easily
thing surprisingly clever, foolish, or bizarre; or the dice being
than the GM wants, they can get cocky and start using riskier
uncooperative. Don’t despair! There are ways to deal with
tactics. They might chance more All-Out Attacks, leave cover,
this on the fly.
or forgo shooting to pistol-whip someone. Some players have
PCs do such things, after all – and NPCs are individuals,
Adjusting the Challenge too! In the opposite situation, the NPCs might start making
a better effort to exploit cover, flank, or select maneuvers or
The fairest, least “meta-game” way to tweak difficulty is
options that keep them alive . . . or just shoot out the lights
with plausible changes to the elements discussed up to this
to escape.
point. That generally means adding or increasing NPCs’

The Art of Violence 11


Variable gear. Unless the PCs have X-ray vision or excellent HT rolls into successes is another kind of bailout. In this
intelligence reports, they have no way of knowing for sure case, the control is unspent points, which can’t be “gamed.”
what the bad guys are carrying. There’s nothing wrong with As that rule suggests, don’t permit buying critical successes
an NPC whipping out a grenade, potion, concealed weapon, in combat.
or whatever – or with some of the remaining enemies running Flesh Wounds and TV Action Violence (p. B417). Offer
out of ammo, or not having trauma plates in their vests (if they benefits similar to Buying Success in a more limited context.
haven’t been shot there yet). Remember that if the heroes win, Flesh Wounds is especially useful in settings where there
they’re going to expect to find the equipment they faced on are ways to get hurt that can’t easily be avoided – explosives,
any prisoners or corpses; so, if you alter loadouts, take notes. nerve gas, divine curses, etc.
Variable abilities. An NPC can benefit or suffer from a trait
Some GMs forbid these measures – especially anything
that wouldn’t have shown up earlier, such as Luck that would
involving unspent character points – as too unrealistic. Before
only be used once anyway, or possessing lower skill if they
doing that, consider this: Combat is complex. The most real-
haven’t already demonstrated that they’re much better.
istic rules only approximate reality, and endless things below
Hidden danger. Much as NPCs’ gear and abilities could vary
their resolution can go right or wrong in small ways that have
believably because the players have no way to know those in
inordinate outcomes. Meta-game options offer ways to han-
advance, the battlefield itself might hold surprises. Unless the
dle “everything else”; e.g., the bullet was blown off-target by
PCs investigated it, they could stumble upon traps or haz-
a freak breeze, skipped off a buckle, or passed clean through
ards – or the NPCs could be aware of hidden features. This
without hitting anything vital.
can be as simple as somebody knowing about a secret switch!
For gamers who love this stuff, GURPS Power-Ups 5:
Be sure the deus ex machina fits the context, and give PCs the
Impulse Buys is indispensable.
usual rolls to avoid it, or it’s just cheating (below).

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.

The Art of Violence 12


On 6 or less – or 9 or less, when area or explosive attacks are If gear changed on the fly due to Adjusting the Challenge
involved – roll vs. object HT (p. B483). Any success means (pp. 11-12) or Cheating (p. 12) – or if Gizmos (p. B57), Player
it’s scratched, scarred, or whatever, which leaves evidence; Guidance (p. B347), or similar cinematic rules were used
regular failure means it’s aflame or needs repairs, but sav- to whip out items during the clash – be sure to note this at
able; critical failure indicates utter destruction. Don’t roll for once so goods that appeared in the action are still around
anything that couldn’t believably be harmed by the heaviest afterward.
weapons deployed.
If glass was smashed, flammables caught fire, the ground
was cratered, etc., and the action will remain in or return Time to Rest?
to the area, the battlefield may need new assessments of A crucial decision the GM must make after a combat
Footing (p. 7), Obstacles (p. 7), and Hazards (p. 8) – and pos- encounter is when the next one will happen. If there’s no time
sibly Visibility (pp. 7-8), due to smoke – before the next battle. to reload, heal wounds, let limited-use abilities recharge,
This can make multiple encounters in the same place feel recover FP, etc. – and the warriors are missing FP for Fighting
very different from one another. If using a tactical map (p. 7) a Battle (p. B426) – then fresh rivals enjoy a special kind of
and the battlefield state is important for future encounters, superiority. Thus, an easy fight can become more even, while
the GM can use a cellphone camera to easily record it (sur- an even one grow difficult. If skirmishes are chained one
reptitiously, if need be). after the other, count this repeatedly; even trivial foes can
wear down heroes with enough waves. This is another way to
Black Box Review make a series of battles in the same place feel different from
one another.
A word of advice: Don’t sweat the specific dice rolls that led
In some settings, the sounds of battle may bring wander-
to an outcome. A failed attack roll, successful defense roll, or
ing monsters (p. 10), ensuring that there will be a next fight.
damage roll too low to penetrate DR could all be “a miss,”
However, this needn’t occur at once. Roaming foes might need
“they flinched at the right moment,” “a harmless graze,” etc. If
time to rally, arm themselves, and locate the opposition. They
someone ends up below 0 HP and unconscious, it isn’t import-
may be under orders to report anything they hear, or to attack
ant whether they failed their knockdown roll by 5+ or their
only when commanded to. These forces could be demoralized,
HT roll to stay conscious. Two swordsmen who traded many
lazy, low-quality, or underpaid – or afraid, if the PCs slaugh-
attacks and defenses had an “exchange”; don’t worry about
tered the last bunch!
how many times each one rolled. And so on.
Look back on combat as a “black
box.” Worry about how the status of
each combatant changed between the
start and the end of the battle – never A C
dvanced onflict esolution R
about the “moving parts” that led This supplement implicitly assumes you’re gaming out individual combat
there. It suffices to know who’s respon- using the Basic Set, but there are alternatives:
sible, as explained above.
The only exception is when there’s GURPS Action 2: Exploits offers chase rules that use bigger units of action
something like deadly poison in play. and more abstract distances. It is pure theatre of the mind (p. 7), but has
Then, yes, it matters whether someone strong built-in support for interesting battlefields and Meta-Violence (p. 12).
was really grazed. Fortunately, rolling GURPS Spaceships provides vehicular combat rules that can be tweaked
attack, defense, damage, and resistance to work with craft other than spaceships.
rolls in combat settles this at once. In GURPS Mass Combat is more abstract with time, distance, and even peo-
such cases – only – specifics matter. ple, bundling multiple fighters into “elements.” It’s less abstract in other ways,
though, providing concrete rules for surprise, terrain (encompassing footing,
obstacles, visibility, etc.), numerical advantage, and specialized force supe-
L ooting riorities – and perhaps most important, a Troop Strength that rates combat
capability. Thus, it can cover a lot of interesting battles objectively, if the
In some genres, it’s traditional
for the victors to loot the losers’ bod- players are willing to see the PCs’ individual abilities count for less.
ies. Even when that isn’t the case, it GURPS Realm Management allows nations or empires to go to war.
can be important to search the fallen: While individual clashes use Mass Combat, grand-scale strategy and total
detectives look for evidence, soldiers war that account for mobilization, economics, civilian resources and infra-
for intelligence, medical personnel for structure, etc. are possible.
information on blood type, etc. The GM still needs to dream up a meaningful conflict (Why Fight?,
What PCs are carrying is generally pp. 3-4); pick opponents and weigh relative strengths and weaknesses
recorded – rare is the player without an (And in This Corner . . ., pp. 4-6); describe an interesting battlefield (The
equipment list! For NPCs, if after-battle Battlefield, pp. 6-8); determine whether anybody is surprised (Before-Action
rummaging is remotely likely, be sure to Actions, pp. 9-11); make real-time adjustments if the action drifts in an
have notes on what each one is carrying. unsatisfying direction (Fight! Fight! Fight!, pp. 11-12); and fit the conse-
Make a list of kit that can affect combat quences into the campaign (Aftermath, pp. 12-13). If the alternative system
or the plot. A random table is fine for covers one of these tasks, follow its advice. Otherwise, use this supple-
incidental treasures like coins and jew- ment’s guidelines.
elry, or minor pocket contents.

The Art of Violence 13


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