Because it's less of an abstraction, which allows me to stay more into the mind of my character during combat.Kesh said:Out of curiosity, why do you consider the GURPS way better?
Hitpoints in D&D could mean just about anything - from a lowly commoner taking 1 hp of damage and being at the brink of death, to a high level PC taking a greataxe to the face and saying "well, that did leave me a little winded - a few more of those and I might actually start bleeding". Not to mention the fact that it apparently takes stronger magics to heal a badly wounded hero than a badly wounded commoner.
As for combat rounds, one thing I really like about GURPS is that you can *actively* defend yourself. You can step back from your opponent's blow, or try to deflect it with your own weapon, or block it with your shield, etc. Those are all options that will affect your chances of getting hit, as well as your positioning and your ability to reply to the attack. Sure, you could lump all those together into an amorphous AC bonus. But then again, you could probably come up with a combat resolution method where you lump *everything* together into one opposed roll for an entire combat.
Let's call it a 10-minute round: both opponents roll a d20, add their hitpoints, BAB, AC, as well as a +5 for every combat related efat they have. Higher number wins the combat, loser dies or is incapacitated. I'm guessing few people would be very happy with a combat mechanism like that for a PC-based game (although it migh be acceptable for a squad-based wargame). Well, I feel the same way about D&D combat rounds, in comparison with GURPS combat rounds...