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Old 06-08-2017, 09:29 AM   #32
Ulairi
 
Join Date: Apr 2016
Default Re: Combining GURPS and Hackmaster combat system?

Quote:
Originally Posted by baakyocalder View Post
HackMaster combat speed presumes that the attacker is also defending. Movement can happen during combat, so while a PC may not be tap-dancing, they may be circling about a foe.

You also have hold-at-bay with polearms and ranged weapons. For firearms, while the time scale is different, Aces & Eights: Shattered Frontier introduce the Count System.

Keep in mind that in HackMaster, there are talents and specialization which speed up your attack speed.

Some of the talents in HackMaster would nicely simulate the more complex actions available in GURPS combat.

I think if you take into account weapons that become unbalanced after parries, some of the issues will be smaller.

However, since you're rolling 3d6 for attacks and defenses in GURPS and a d20 for attacks and defenses in HackMaster, you'll have more swing in the HackMaster rules than using 3d6 due to dice spreads.

I like GURPS and I like HackMaster, but it would be a lot of work to make the combat systems mesh well.
It's always neat to see the person that first introduced me to GURPS posting on the SJ Games forum.
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