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To all the other "simulationists" out there...
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<blockquote data-quote="Celebrim" data-source="post: 4153500" data-attributes="member: 4937"><p>Which is how it works with most problems. Yours was an obvious complaint since 1st edition days, not something semi-obscure. Most people have no problems with the spot and listen rules, until they start wanting to have combat at realistic starting engagement distances and taking the rules literally. And naturally, this breaks 'hide' as well, which most people don't have a problem with until you get 'hide in plain sight' going and you are trying to arbitrate it. Most people have no problem with the craft rules, until they really use them. Most people don't realize how burdensome all the buffs and modifers can be, until they take the game up to 14th level or so. Most people don't realize how easy it is to make a character that does millions of points of damage in a combat. And so forth. It just isn't obvious at first glance, just like it isn't obvious at first glance how bone headed the 'spot invisible creature' table is in 1st edition until you need to use it and take it literally (to bring up one of the many things that eventually drove me to GURPS).</p><p></p><p></p><p></p><p>Ahh... completely configurable rules, eh. And this is very different from having house rules...?</p><p></p><p></p><p></p><p>Are you sure? Because if you really want realism, you are going to have to start looking for more than GURPS. </p><p></p><p></p><p></p><p>How long has you campaign gone on? How much system mastery are your players evidencing? Granted, the 4e rules seem to have made it abit harder to get your block or parry up to the point that only criticals go through. But then again, this rule change is based on a house rule from early versions specifically to deal with this problem.</p><p></p><p></p><p></p><p>You do realize that deceptive attack started out as a house rule to deal with this very sort of problem? It became popularized and showed up (I think in GURPS Martial Arts) before becoming 'core' in the latest edition.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4153500, member: 4937"] Which is how it works with most problems. Yours was an obvious complaint since 1st edition days, not something semi-obscure. Most people have no problems with the spot and listen rules, until they start wanting to have combat at realistic starting engagement distances and taking the rules literally. And naturally, this breaks 'hide' as well, which most people don't have a problem with until you get 'hide in plain sight' going and you are trying to arbitrate it. Most people have no problem with the craft rules, until they really use them. Most people don't realize how burdensome all the buffs and modifers can be, until they take the game up to 14th level or so. Most people don't realize how easy it is to make a character that does millions of points of damage in a combat. And so forth. It just isn't obvious at first glance, just like it isn't obvious at first glance how bone headed the 'spot invisible creature' table is in 1st edition until you need to use it and take it literally (to bring up one of the many things that eventually drove me to GURPS). Ahh... completely configurable rules, eh. And this is very different from having house rules...? Are you sure? Because if you really want realism, you are going to have to start looking for more than GURPS. How long has you campaign gone on? How much system mastery are your players evidencing? Granted, the 4e rules seem to have made it abit harder to get your block or parry up to the point that only criticals go through. But then again, this rule change is based on a house rule from early versions specifically to deal with this problem. You do realize that deceptive attack started out as a house rule to deal with this very sort of problem? It became popularized and showed up (I think in GURPS Martial Arts) before becoming 'core' in the latest edition. [/QUOTE]
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