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Long Combats are Bad
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<blockquote data-quote="ExploderWizard" data-source="post: 5313407" data-attributes="member: 66434"><p>Yarp.</p><p> </p><p>Gotta spread some around. </p><p> </p><p>In general, long in actual time combats are only as big a problem as a particular group makes them. If the main attraction for everyone is mostly sessions full of detailed battles then long combats are working fine.</p><p> </p><p>What seems to be a big issue is that some people think that a rules-light combat system automatically means zero detail and no combat options. </p><p> </p><p>GURPS combat, while not being what I would call rules-light exactly, offers 3 tiers of detail depending on what you want to accomplish.</p><p> </p><p>There is advanced combat with the full rules, a grid, and minis or tokens, basic combat which is much like advanced without messing with a map or markers, and the quick contest. Super fast engagements can be played by treating a combat as a quick contest of skill. Combatants just roll opposed combat skill checks and the one who makes it by the greatest margin (or fails by the smallest!) wins. </p><p> </p><p>Even using the quick contest as a base, one can add detail and some choice through the use of modifiers to the skill check to represent being aggressive, defensive, etc.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5313407, member: 66434"] Yarp. Gotta spread some around. In general, long in actual time combats are only as big a problem as a particular group makes them. If the main attraction for everyone is mostly sessions full of detailed battles then long combats are working fine. What seems to be a big issue is that some people think that a rules-light combat system automatically means zero detail and no combat options. GURPS combat, while not being what I would call rules-light exactly, offers 3 tiers of detail depending on what you want to accomplish. There is advanced combat with the full rules, a grid, and minis or tokens, basic combat which is much like advanced without messing with a map or markers, and the quick contest. Super fast engagements can be played by treating a combat as a quick contest of skill. Combatants just roll opposed combat skill checks and the one who makes it by the greatest margin (or fails by the smallest!) wins. Even using the quick contest as a base, one can add detail and some choice through the use of modifiers to the skill check to represent being aggressive, defensive, etc. [/QUOTE]
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