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Tired of hearing people hate on longer battle times in strategic RPG's
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<blockquote data-quote="giant.robot" data-source="post: 5520459" data-attributes="member: 93119"><p>GURPS combat tends to be over quickly but has a great deal of tactical depth. It's often over quickly because attacks do a lot of damage relative to characters' total hit points. To make things even deadlier characters face penalties when they take significant amounts of damage. In GURPS HP is a less abstract value than it is in D&D. In D&D it's an approximation of a character's ability to roll with punches where in GURPS it's actually the amount of physical abuse a character can endure. </p><p></p><p>A character's success in combat is as much about their planned actions and reactions to their opponents. There are a handful of actual actions a character can take on their turn and the only take one per round, GURPS rounds are one second of game tme. The combinations of those actions are important though. A character can make an All Out Attack to get a bonus to the roll or damage but then can't make an active defense that round. They better hope they land the attack or they've just opened themselves up for a counterattack they can't avoid. Thanks to the lethality of attacks if they land their attack the fight is over and if the miss and the defender counterattacks the fight is still over.</p></blockquote><p></p>
[QUOTE="giant.robot, post: 5520459, member: 93119"] GURPS combat tends to be over quickly but has a great deal of tactical depth. It's often over quickly because attacks do a lot of damage relative to characters' total hit points. To make things even deadlier characters face penalties when they take significant amounts of damage. In GURPS HP is a less abstract value than it is in D&D. In D&D it's an approximation of a character's ability to roll with punches where in GURPS it's actually the amount of physical abuse a character can endure. A character's success in combat is as much about their planned actions and reactions to their opponents. There are a handful of actual actions a character can take on their turn and the only take one per round, GURPS rounds are one second of game tme. The combinations of those actions are important though. A character can make an All Out Attack to get a bonus to the roll or damage but then can't make an active defense that round. They better hope they land the attack or they've just opened themselves up for a counterattack they can't avoid. Thanks to the lethality of attacks if they land their attack the fight is over and if the miss and the defender counterattacks the fight is still over. [/QUOTE]
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Tired of hearing people hate on longer battle times in strategic RPG's
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