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Theory of Games's latest activity
Theory of Games
replied to the thread
OSR
Healing tweak - proportionality
.
So high-levels take longer to heal so you want potions to be better? Wouldn't high-level characters have easier access to higher level...
Jul 10, 2025
Theory of Games
reacted to
Argyle King's post
in the thread
Realistic Combat that's Simple(ish)
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Different flavors of icecream... In some games, your character can't survive being hit by a Giant's axe. My default view is that any...
Jul 10, 2025
Theory of Games
reacted to
Argyle King's post
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Realistic Combat that's Simple(ish)
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I love GURPS (and agree that it's not nearly as complex as it seems,) but I think it would violate the OP's desire to boil everything...
Jul 10, 2025
Theory of Games
replied to the thread
Realistic Combat that's Simple(ish)
.
Calling BS on this one and I think most people familiar with both D&D and PC would agree. But, I get your overall point. Gygax wrote...
Jul 10, 2025
Theory of Games
replied to the thread
Realistic Combat that's Simple(ish)
.
If the OP is searching for "realism"/verisimilitude, "plot protection" is an assumed flaw? Depends on the system. GURPS has varied...
Jul 10, 2025
Theory of Games
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Rabulias's post
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Realistic Combat that's Simple(ish)
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Another vote for GURPS. Defenders can roll Parry, Dodge, or Block (Active Defenses) against attacks. IMO GURPS is also a little more...
Jul 10, 2025
Theory of Games
replied to the thread
Realistic Combat that's Simple(ish)
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Brought to us by the same creators of the Arcanum (Bard Games, orignally) 👍
Jul 9, 2025
Theory of Games
reacted to
J.Quondam's post
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Realistic Combat that's Simple(ish)
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Barbarians of Lemuria, etc, uses a 2d6 attack roll plus attack skill (eg, Melee or Ranged) minus the opponent's Defense skill versus a...
Jul 9, 2025
Theory of Games
reacted to
cbwjm's post
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Realistic Combat that's Simple(ish)
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I've been playing pirate borg and everything you have to roll for has a DC 12 (players also roll to defend) and armour is light, medium...
Jul 9, 2025
Theory of Games
reacted to
Mercurius's post
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Realistic Combat that's Simple(ish)
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Thanks for the replies, folks. And yes, I do realize that a lot of systems do this. Just curious what people would bring up. Another...
Jul 9, 2025
Theory of Games
reacted to
Mercurius's post
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Realistic Combat that's Simple(ish)
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I said "simple." ;) OK, fair enough...thought still a bit more complicated than I'd like, and I'm always a bit leery on "chart-dependence."
Jul 9, 2025
Theory of Games
reacted to
soviet's post
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Realistic Combat that's Simple(ish)
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WFRP did all this in 1987
Jul 9, 2025
Theory of Games
reacted to
RenleyRenfield's post
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Realistic Combat that's Simple(ish)
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So I think Cypher does this = And in a way that the Players always get to act, so no GM rolling vs GM garbage. Example = Cypher has 3...
Jul 9, 2025
Theory of Games
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payn's post
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Realistic Combat that's Simple(ish)
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Traveller uses armor as DR, or soak score when determining damage. You can also take actions to raise the target number of the roll. For...
Jul 9, 2025
Theory of Games
reacted to
soviet's post
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Realistic Combat that's Simple(ish)
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Rolemaster solved this circa 1980. Both combatants have an Offensive Bonus (OB) resulting from their skill, strength, positional...
Jul 9, 2025
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