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<blockquote data-quote="Galloglaich" data-source="post: 4569171" data-attributes="member: 77019"><p>Well when you've got things like touch effects for say, paralysis or various spells, you've got critical hits based on weapon type, defensive spell and natural effects (stoneskin, protection from arrows etc.) which resist certain type of attacks and etc. that level of abstraction can get tricky to keep up with.</p><p></p><p>What we did with the codex was to change the focus of the abstraction to assume that a hit was a hit, a miss was a miss, and try to let it all work cinematically. I think it works at least for slightly more 'grim and gritty' type games.</p><p></p><p>GURPS is a great system, but to me their combat system didn't have the kind of dynamic natural feel of the ebb and flow of a fight that I wanted any more than standard 3.5 DnD did (though I haven't tried GURPS 4/e)</p><p></p><p>Typically in most systems, if you have armor as damage reduction there is no way around it. IIRC in GURPS the way to kind of beat the system was to go around it, but it got ridiculously easy at higher skill levels to throw the proverbial dagger into the eye-slit.</p><p></p><p>I don't want to make an extra roll every time to determine hit-location, don't want to do a ton of arithmetic, don't want to look up charts, and I don't want for there to only be one way to win a fight (because that's not how a fight really works) I don't think fighting should be routine or predictable in an RPG.</p><p></p><p>So in our system you can punch through the armor (helps to have armor-piercing weapons but you can also try for critical hits by putting multiple dice into one attack) go around it with a bypass attempt (harder the more coverage the armor has but never impossible) or even take the armor apart by attacking it directly, all basically driven by whatever the player wants to do, neither constraining their options nor forcing them to get into detail they don't need.</p><p></p><p>G.</p></blockquote><p></p>
[QUOTE="Galloglaich, post: 4569171, member: 77019"] Well when you've got things like touch effects for say, paralysis or various spells, you've got critical hits based on weapon type, defensive spell and natural effects (stoneskin, protection from arrows etc.) which resist certain type of attacks and etc. that level of abstraction can get tricky to keep up with. What we did with the codex was to change the focus of the abstraction to assume that a hit was a hit, a miss was a miss, and try to let it all work cinematically. I think it works at least for slightly more 'grim and gritty' type games. GURPS is a great system, but to me their combat system didn't have the kind of dynamic natural feel of the ebb and flow of a fight that I wanted any more than standard 3.5 DnD did (though I haven't tried GURPS 4/e) Typically in most systems, if you have armor as damage reduction there is no way around it. IIRC in GURPS the way to kind of beat the system was to go around it, but it got ridiculously easy at higher skill levels to throw the proverbial dagger into the eye-slit. I don't want to make an extra roll every time to determine hit-location, don't want to do a ton of arithmetic, don't want to look up charts, and I don't want for there to only be one way to win a fight (because that's not how a fight really works) I don't think fighting should be routine or predictable in an RPG. So in our system you can punch through the armor (helps to have armor-piercing weapons but you can also try for critical hits by putting multiple dice into one attack) go around it with a bypass attempt (harder the more coverage the armor has but never impossible) or even take the armor apart by attacking it directly, all basically driven by whatever the player wants to do, neither constraining their options nor forcing them to get into detail they don't need. G. [/QUOTE]
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