Mark CMG
Creative Mountain Games
Check out Hinterwelt's Iridium System - HinterWelt Enterprises
I've played and it moves fast for a fairly detailed combat system.
I've played and it moves fast for a fairly detailed combat system.
Do you mean accurately modeling blow-by-blow combat, or precisely? GURPS is very precise, but not especially accurate. For instance, in real-life you don't perform an All-Out Attack because you feel like it, but because your opponent has revealed on opening. If your GM happened to be a bullet wound trauma specialist who worked in the ER, and also a student of historical martial arts and target shooting, you could use something like Fudge and get very accurate results, although the system itself would not be precise in how those outcomes were generated.
Details <> realism
Are we talking about realism, or something else?
That sounds more like poor tactics on the player's part rather than a problem with the system being able to model realistic combat.
Though, on the other hand, it depends upon the character. All Out might be the method used by a mook or a non-skilled combatant to hope for a lucky shot.
Why is it poor tactics?
Not for d20 it hasn't, no.I know, I know. What I'm asking for here hasn't been written.
Why is it poor tactics?
Quite honestly, based on what I have seen of your many d20 house rules posts, it strikes me that you would be better off departing from the "d20 family" of systems altogether, and finding something that truly caters to your wishes and demands in the first place.
This precision-without-accuracy is what most people mean by realism, when, of course, it's just detail -- unrealistic detail. D&D is imprecise and inaccurate, so the only alternative, apparently, is hyper-precise and "thus" accurate.GURPS is very precise, but not especially accurate.
Exactly. If you pick up all the extra GURPS books for "realistic" combat, you find that a character's best option is, for instance, to spin kick his opponent to the head. So, he always performs that exact same attack. It's always optimal.For instance, in real-life you don't perform an All-Out Attack because you feel like it, but because your opponent has revealed an opening.
In fact, this mirrors the evolution of "real" war games, the ones used by the German military to train officers for war. They started off with plenty of rules compared to non-war games, but they had to keep adding more and more rules for "realism" -- until learning and running the game began to squeeze out learning about tactics and how to lead troops.If your GM happened to be a bullet wound trauma specialist who worked in the ER, and also a student of historical martial arts and target shooting, you could use something like Fudge and get very accurate results, although the system itself would not be precise in how those outcomes were generated.
Fair enough. It's just the impression I got, from various threads, including this one - that you aren't particularly happy with how the d20 engine works for what you are wanting, RPG-wise. My mistake, if that's not the case. I'm glad you are happy with d20, and may your future gaming with it be awesome.My many "house rule" posts are deceiving. I like to talk mechanics. I like to question things. It helps me understand the system better.
But, even though I have all those discussions, you might be very surprised to see that, at least in this point in my game, I don't use a single house rule. My game is completely RAW. I do use a few optional rules, but those are offical d20 options (like the facing rules or active defense).
Just because I talk about it doesn't mean I will implement it in my game.