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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="practicalm" data-source="post: 8077788" data-attributes="member: 6777923"><p>For GURPS it covers most of the points above.</p><p></p><p>1. Probably not. High level low tech melee combat can be a stalemate of attack versus active defense. But you only get 1 active defense roll (except when all out defense). Feign attacks to lower the enemies skill is common when the skills are above 15.</p><p></p><p>2. One second turns and the players need to decide step and attack, stay put and all out attack, or move and attack at a penalty.</p><p>Ranged attacks you have to decide if you are going to take a second to aim or make snapshots</p><p></p><p>3. GURPS tries to fact check everything. There are a lot of modifiers but it's maybe 2-3 charts that are not that complex. Speed, Size, cover</p><p></p><p>4. Your attacks are based on your stats and your skill and situational modifiers. Use as many of those modifiers as you want just be consistent.</p><p></p><p>5. Because a lucky shot to the vitals can ruins your day, there is a lot of luck but combat usually does go to the skilled opponent</p><p></p><p>6. GURPS has crossbows that will ruin your day. Once you've taken your HT in damage you can scramble along but it's a lot harder. A dagger to the head will also make your day unhappy.</p></blockquote><p></p>
[QUOTE="practicalm, post: 8077788, member: 6777923"] For GURPS it covers most of the points above. 1. Probably not. High level low tech melee combat can be a stalemate of attack versus active defense. But you only get 1 active defense roll (except when all out defense). Feign attacks to lower the enemies skill is common when the skills are above 15. 2. One second turns and the players need to decide step and attack, stay put and all out attack, or move and attack at a penalty. Ranged attacks you have to decide if you are going to take a second to aim or make snapshots 3. GURPS tries to fact check everything. There are a lot of modifiers but it's maybe 2-3 charts that are not that complex. Speed, Size, cover 4. Your attacks are based on your stats and your skill and situational modifiers. Use as many of those modifiers as you want just be consistent. 5. Because a lucky shot to the vitals can ruins your day, there is a lot of luck but combat usually does go to the skilled opponent 6. GURPS has crossbows that will ruin your day. Once you've taken your HT in damage you can scramble along but it's a lot harder. A dagger to the head will also make your day unhappy. [/QUOTE]
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