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General Tabletop Discussion
*TTRPGs General
Tired of hearing people hate on longer battle times in strategic RPG's
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<blockquote data-quote="pawsplay" data-source="post: 5520565" data-attributes="member: 15538"><p>No, not really. There certainly are differences that can arise as a result of experiences or expectations, but intrinsically, GURPS is a tactical game. Even the Basic Combat System has more than a few options and tactics to consider.</p><p></p><p></p><p></p><p>I wasn't characterizing Poker as a quintessential game of tactics. I was making a comparison between people who summarize poker in a ridiculous way (e.g. "It's just luck," "It's just guessing") to making the same mistake with GURPS (e.g. "you guess what to do and roll some dice"). </p><p></p><p></p><p></p><p>Ok, so help me out here. Once you've removed outguessing the GM, and assessing probabilities, what is there left to do tactically? Is there some other level of play D&D 4e presents of which I am unaware? </p><p></p><p>There is less fiddling around, true, but that's my point. Fiddling does not equal tactics. A lot of 4e combat is not trying to "win" but simply going through motions that must be gone through to get to the end. More elegant combat systems remove unnecessary fiddling and skip right to the meaningful decisions.</p><p></p><p></p><p></p><p>I'm not sure what makes GURPS the game of being constantly unconscious. It would be pretty hard to run a game with that premise. By default, GURPS combat tends to be a little more dangerous, but it also tends to be less frequent. If you want it to be more frequent, you can crank up the PC capabilities and it can be so. </p><p></p><p></p><p></p><p>In general, I can agree with that. Different strokes for different folks. But we're not arguing about whether GURPS is cool, we're discussing whether it's tactical.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5520565, member: 15538"] No, not really. There certainly are differences that can arise as a result of experiences or expectations, but intrinsically, GURPS is a tactical game. Even the Basic Combat System has more than a few options and tactics to consider. I wasn't characterizing Poker as a quintessential game of tactics. I was making a comparison between people who summarize poker in a ridiculous way (e.g. "It's just luck," "It's just guessing") to making the same mistake with GURPS (e.g. "you guess what to do and roll some dice"). Ok, so help me out here. Once you've removed outguessing the GM, and assessing probabilities, what is there left to do tactically? Is there some other level of play D&D 4e presents of which I am unaware? There is less fiddling around, true, but that's my point. Fiddling does not equal tactics. A lot of 4e combat is not trying to "win" but simply going through motions that must be gone through to get to the end. More elegant combat systems remove unnecessary fiddling and skip right to the meaningful decisions. I'm not sure what makes GURPS the game of being constantly unconscious. It would be pretty hard to run a game with that premise. By default, GURPS combat tends to be a little more dangerous, but it also tends to be less frequent. If you want it to be more frequent, you can crank up the PC capabilities and it can be so. In general, I can agree with that. Different strokes for different folks. But we're not arguing about whether GURPS is cool, we're discussing whether it's tactical. [/QUOTE]
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Tired of hearing people hate on longer battle times in strategic RPG's
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