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General Tabletop Discussion
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Correlating Player Satisfaction, Combat Speed, and HP / Damage Modeling
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<blockquote data-quote="innerdude" data-source="post: 6943706" data-attributes="member: 85870"><p>In my experience with GURPS, it's a dramatically different feel. Active defense rolls change combat pacing and creates a very specific kind of combat narrative. It is very much a "first one wounded loses." There's no narrative space to model "cinematic" combat, where the hero gets beat up and bruised, takes a cut or two, but then rallies. As a player I didn't like the feeling that every successful action I did in combat could almost always be negated by a simple success roll by the opponent. Some of this is just the nature of GURPS' roll under system (which I despise); some of it has to do with the fact that GURPS basically ignores degree of success. A fighter with a 14 attack and a defender with a 10 parry are not on equal footing on paper, due to chances of success, but it always bothered me that the 14 attacker could roll say, a 6, which is a very high degree of success, but that high degree of success makes no difference to the parry---all the defender has to roll is a 10 or below and the parry is successful.</p><p></p><p>I'm also thinking that [MENTION=4937]Celebrim[/MENTION] is right, in that the non-granularity of the Savage Worlds wound track is the culprit of what I was experiencing. The way to alleviate the non-granularity is to add SOMETHING to the wound track to represent something more than the 3 standard "states" of "unhindered," "shaken," and "wounded." Off the top of my head, I don't know what that is. </p><p></p><p> I do think that ultimately hit points + wound track is probably the "best of breed" system, but would be the most fiddly in terms of adjudication and resolution. Adding an enemy hit point counter to Savage Worlds runs counter to the intent of the system.</p></blockquote><p></p>
[QUOTE="innerdude, post: 6943706, member: 85870"] In my experience with GURPS, it's a dramatically different feel. Active defense rolls change combat pacing and creates a very specific kind of combat narrative. It is very much a "first one wounded loses." There's no narrative space to model "cinematic" combat, where the hero gets beat up and bruised, takes a cut or two, but then rallies. As a player I didn't like the feeling that every successful action I did in combat could almost always be negated by a simple success roll by the opponent. Some of this is just the nature of GURPS' roll under system (which I despise); some of it has to do with the fact that GURPS basically ignores degree of success. A fighter with a 14 attack and a defender with a 10 parry are not on equal footing on paper, due to chances of success, but it always bothered me that the 14 attacker could roll say, a 6, which is a very high degree of success, but that high degree of success makes no difference to the parry---all the defender has to roll is a 10 or below and the parry is successful. I'm also thinking that [MENTION=4937]Celebrim[/MENTION] is right, in that the non-granularity of the Savage Worlds wound track is the culprit of what I was experiencing. The way to alleviate the non-granularity is to add SOMETHING to the wound track to represent something more than the 3 standard "states" of "unhindered," "shaken," and "wounded." Off the top of my head, I don't know what that is. I do think that ultimately hit points + wound track is probably the "best of breed" system, but would be the most fiddly in terms of adjudication and resolution. Adding an enemy hit point counter to Savage Worlds runs counter to the intent of the system. [/QUOTE]
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