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Old 06-08-2017, 09:27 AM   #31
Ulairi
 
Join Date: Apr 2016
Default Re: Combining GURPS and Hackmaster combat system?

Quote:
Originally Posted by Curmudgeon View Post
Yes, I can see how it might, but weapon speed would need a lot of work to port over to GURPS. As is, weapon speed would probably have caused people to pay less attention.

If your weapon speed is 6, for the next five turns, you have nothing to do before you can strike again. Whereas under current GURPS rules you could, on average, have made a defense on the turn you made your initial strike (attack) and made five further attacks and five further defenses during those five turns.

I know which condition I'd find more interesting and more liable to keep my attention on the game (It's the same condition for both, getting the opportunity to do something every one second turn.)
You can still do things in HackMaster while you're waiting for your weapon speed to come up. Players don't have to. Keep in mind, that the opponents are acting to and HackMAster uses an opposed roll for defense so, I've found it to keep players much more involved in combat compared to the traditional D&D systems.
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