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General Tabletop Discussion
*Pathfinder & Starfinder
Major D20 Combat Change: Suggestions?
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<blockquote data-quote="Celebrim" data-source="post: 5035613" data-attributes="member: 4937"><p>And one that has been addressed by advanced combat rules practically since GURPS's conception. You can always Feint. 'Only the Best Shall Win' has been in GURP Compendium 2/GURPS Martial Art for like 20 years now. It's now a core mechanic in GURPS 4e under the new name 'Deceptive Attack'.</p><p></p><p>Besides, the core mechanic works the you describe deliberately, so that fights between two masters will last for a long time. Afterall, a perfectly aimed attack is a perfectly aimed attack no matter who threw it, and in practice straight up 'Degree of Success' in combat creates at least as much problems as it solves - it's clear you never tried it or you wouldn't be so cocksure. </p><p></p><p>However, there are plenty of optional rules scattered around in different world books if high defense scores are common in your game or if the things being simulated depart from the assumed 'normal combat' in some significant way. There are optional rules that handle dodging the stomp of Godzilla, for example, if the attacker is much much bigger than you, and so forth. So that problem with dodging the Dragon with the 30' wide claw? GURPS has it covered if you want to go into that detail. D&D doesn't even try.</p><p></p><p>The great thing about GURPs is once you are really familiar with it you can see just how influential it is on just about every other game system. Whenever another game system tries to be realistic (3e D&D's size modifiers, M&M's rule for evading massive attacks), GURPS got there first.</p><p></p><p>The problem becomes as you start trying to nit pick the GURPS rules in various corner cases and you start digging up the truly vast complicated rules for handling all the corner cases the seemingly simple game mechanic gets very unsimple in a hurry. It however is amazingly realistic in ways that D&D doesn't even begin to approach. Pulling out all the stops at the highest level of realism, GURPS can handle a combat between say a wasp, a house cat, a human, and an elephant far more gracefully and realistically that D&D would ever attempt to. Unfortunately, the math in GURPS all too often begins to resemble an actual simulation and requires a computer to handle.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5035613, member: 4937"] And one that has been addressed by advanced combat rules practically since GURPS's conception. You can always Feint. 'Only the Best Shall Win' has been in GURP Compendium 2/GURPS Martial Art for like 20 years now. It's now a core mechanic in GURPS 4e under the new name 'Deceptive Attack'. Besides, the core mechanic works the you describe deliberately, so that fights between two masters will last for a long time. Afterall, a perfectly aimed attack is a perfectly aimed attack no matter who threw it, and in practice straight up 'Degree of Success' in combat creates at least as much problems as it solves - it's clear you never tried it or you wouldn't be so cocksure. However, there are plenty of optional rules scattered around in different world books if high defense scores are common in your game or if the things being simulated depart from the assumed 'normal combat' in some significant way. There are optional rules that handle dodging the stomp of Godzilla, for example, if the attacker is much much bigger than you, and so forth. So that problem with dodging the Dragon with the 30' wide claw? GURPS has it covered if you want to go into that detail. D&D doesn't even try. The great thing about GURPs is once you are really familiar with it you can see just how influential it is on just about every other game system. Whenever another game system tries to be realistic (3e D&D's size modifiers, M&M's rule for evading massive attacks), GURPS got there first. The problem becomes as you start trying to nit pick the GURPS rules in various corner cases and you start digging up the truly vast complicated rules for handling all the corner cases the seemingly simple game mechanic gets very unsimple in a hurry. It however is amazingly realistic in ways that D&D doesn't even begin to approach. Pulling out all the stops at the highest level of realism, GURPS can handle a combat between say a wasp, a house cat, a human, and an elephant far more gracefully and realistically that D&D would ever attempt to. Unfortunately, the math in GURPS all too often begins to resemble an actual simulation and requires a computer to handle. [/QUOTE]
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