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What is GURPS?
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<blockquote data-quote="robconley" data-source="post: 4328844" data-attributes="member: 5636"><p>One of the purpose of GURPS is to translate real world stuff. They have rules for taking X hours of experience and turning it into skill points. There is also an option for earning skill points over time for campaign that like to leap ahead in big chunks of time.</p><p></p><p></p><p></p><p>1) Because defending against a blow is an action that takes skill. Having a defense roll accounts for that. GURPS doesn't have Armor Class or Hero's Defensive Combat Value to abstract type of skill. In GURPS a roll = a single swing of the weapon. A defense roll represent the counter the defender choose to take.</p><p></p><p>2) This is a big debate among GURPS fans as to when the defense roll is taken. It revolves around the fact that the defender gets an advantage by knowing the attacker hit or miss. I am not going to rehash that argument but the current method is considered the most playable by SJ Games. </p><p></p><p>A variant that is easy to implement is just have teh defender annouce what defense she is using and charge that defense to the number of times a parry, block, or dodge can be used regardless if the attack hits or misses. There are other variants as well.</p></blockquote><p></p>
[QUOTE="robconley, post: 4328844, member: 5636"] One of the purpose of GURPS is to translate real world stuff. They have rules for taking X hours of experience and turning it into skill points. There is also an option for earning skill points over time for campaign that like to leap ahead in big chunks of time. 1) Because defending against a blow is an action that takes skill. Having a defense roll accounts for that. GURPS doesn't have Armor Class or Hero's Defensive Combat Value to abstract type of skill. In GURPS a roll = a single swing of the weapon. A defense roll represent the counter the defender choose to take. 2) This is a big debate among GURPS fans as to when the defense roll is taken. It revolves around the fact that the defender gets an advantage by knowing the attacker hit or miss. I am not going to rehash that argument but the current method is considered the most playable by SJ Games. A variant that is easy to implement is just have teh defender annouce what defense she is using and charge that defense to the number of times a parry, block, or dodge can be used regardless if the attack hits or misses. There are other variants as well. [/QUOTE]
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