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<blockquote data-quote="Conaill" data-source="post: 2660913" data-attributes="member: 1264"><p>Heh - that almost sums up my experience when switching to D&D from GURPS. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (Edit: although in my case, it was *playing*, nor *running* the game.)</p><p></p><p>Love GURPS, but haven't had a chance to try 4e yet. </p><p></p><p>Regarding combat in GURPS, there are a couple issue playing a role: (1) yes, not much happens in a GURPS round compared to D&D round. However, this also means rounds go *much* faster, which keeps people more engaged in the ongoing combat. In higher-level D&D, a round for a single PC may take 10-15 minutes to resolve, during which time some of the other players may be wandering off to make themselves a sandwich, browsing through comic books, or playing a videogame in another room <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />. (2) On the other hand, a single attack in GURPS may involve several rounds of aiming (if ranged), or concenetration (if a complicated spell). And at the very least it will tend to take two dice rolls (attack and defense) instead of the (usual) single attack roll in D&D. This means you do tend to get less "accomplished" in terms of #attacks in GURPS per minute of playing time. At higher point values, combat does tend to speed up somewhat because people spend less time needing to aim, and they may be able to pull of spells with fewer rounds of concentration. (3) On the third hand... D&D combat gets a lot more complex to run and adjudicate at higher levels. So the average group of gamers may spend a lot more of their time looking up rules, calculating bonuses, etc. </p><p></p><p>In the end, # attacks per minute of gaming doesn't tell you squat about how enjoyable the game (or even the combat) is, of course. For me, I love the flexibility of GURPS combat much more than the heaps and heaps of special feats and rules of D&D. And a combat system without defense rolls makes as much sense to me as one without attack rolls... "What do you mean, I just have to stand there and take it! Can't I try to jump aside, or parry his attack with my sword?"</p></blockquote><p></p>
[QUOTE="Conaill, post: 2660913, member: 1264"] Heh - that almost sums up my experience when switching to D&D from GURPS. ;) (Edit: although in my case, it was *playing*, nor *running* the game.) Love GURPS, but haven't had a chance to try 4e yet. Regarding combat in GURPS, there are a couple issue playing a role: (1) yes, not much happens in a GURPS round compared to D&D round. However, this also means rounds go *much* faster, which keeps people more engaged in the ongoing combat. In higher-level D&D, a round for a single PC may take 10-15 minutes to resolve, during which time some of the other players may be wandering off to make themselves a sandwich, browsing through comic books, or playing a videogame in another room :P. (2) On the other hand, a single attack in GURPS may involve several rounds of aiming (if ranged), or concenetration (if a complicated spell). And at the very least it will tend to take two dice rolls (attack and defense) instead of the (usual) single attack roll in D&D. This means you do tend to get less "accomplished" in terms of #attacks in GURPS per minute of playing time. At higher point values, combat does tend to speed up somewhat because people spend less time needing to aim, and they may be able to pull of spells with fewer rounds of concentration. (3) On the third hand... D&D combat gets a lot more complex to run and adjudicate at higher levels. So the average group of gamers may spend a lot more of their time looking up rules, calculating bonuses, etc. In the end, # attacks per minute of gaming doesn't tell you squat about how enjoyable the game (or even the combat) is, of course. For me, I love the flexibility of GURPS combat much more than the heaps and heaps of special feats and rules of D&D. And a combat system without defense rolls makes as much sense to me as one without attack rolls... "What do you mean, I just have to stand there and take it! Can't I try to jump aside, or parry his attack with my sword?" [/QUOTE]
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