Walking Paradox
First Post
I was reading my shiny new copy of GURPS: Tactical Shooting and I found a passage introducing a rule that I have literally been waiting to see in this game for years (for those who have the book, it's the "Close Quarters Battle" technique). It requires one to add a bonus which may or may not be present for a character to a stat and then compare that another stat which the character presumably has, whereupon the lower of the two is considered for the purposes of making a task roll; both of these figures, prior to the aforementioned comparison, require a negative modifier to be applied.
The long and the short of it is, I have been waiting for this rule for about a decade and as realistic as it might be, it involves too much math to be done and the very nature of the rule means that it must be used many times in an combat. In other words, I waited a decade for a rule that is unplayable.
What are some of the other rules you've found in games that seemed to make sense on paper but you instinctively knew were not playable?
The long and the short of it is, I have been waiting for this rule for about a decade and as realistic as it might be, it involves too much math to be done and the very nature of the rule means that it must be used many times in an combat. In other words, I waited a decade for a rule that is unplayable.
What are some of the other rules you've found in games that seemed to make sense on paper but you instinctively knew were not playable?