GURPS Fantasy / Dungeon Fantasy (and beyond)


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You could run GURPS style racing using squares. It would be a little less intuitive, especially sides but from and rear would be easy enough. In GURPS tactical combat you count facing changes as a point of movement you might run into some issues there.

Action! Is fantastic for a lot of GURPS simplifications. I use pieces of it almost anytime firearms are involved.
 

Is it possible to do something about the 1-second turns?

Edit: and using grid maps instead of hexes? All my million battlemaps are grid based.

I have no answer for the second item, other than "Don't," which isn't helpful.

As for the one second combat rounds, it does take some getting used to. What I have generally done in the past is to simply say that turns are from one to three seconds, depending on what is happening. I wouldn't try to otherwise change how the action economy works. So much of the system hinges upon how actions work.
 

I was thinking more in terms of the question of six surrounding opponents (varied by terrain) as compared to four (or eight, if you allowed the corners).
Well, that is a gm call but, honestly, it's probably a bad idea to so outnumber the players as to allow for 8-1 combat. In fact, I don't recall ever being in a gurps fight with 6-1 happening.
 

Is it possible to do something about the 1-second turns?

Edit: and using grid maps instead of hexes? All my million battlemaps are grid based.
Hexes are just better, IMO. I often use hexes even on the rare occasions I run D&D - it just makes movement so much smoother. No more worries about diagonals. And fireballs are actually a circle.
 

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