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Old 06-03-2017, 06:44 PM   #5
Grayscale
 
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Join Date: Jun 2017
Default Re: Combining GURPS and Hackmaster combat system?

Quote:
Originally Posted by Curmudgeon View Post
I don't see a benefit to porting those features over from Hackmaster.

GURPS is already second by second, as you noted. The Turn Sequence accounts for the effects of your personal quickness and dexterity on combat and the rules regarding Ready/Unready weapons coupled with the rules on Weapon Reach (B388) coupled with your choice of Maneuver already account (in a different fashion) for the things that weapon speed would cover.

As for acceleration, that too is already covered. Unless you have Enhanced Move though, you accelerate quite quickly in GURPS, see Sprinting (B354).
I guess I just like the idea and how it supposedly works in a more dynamic way - as in everybody must keep their attention on the count or lose a potential action. Of course this can be enforced in a traditional turn by turn style. I suppose the novelty of it all really caught my attention.
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