Quote:
Originally Posted by Arith Winterfell
I feel unsure of where to start, especially in terms of keeping it simple both for myself as a new GM to GURPS and simple for my players to start out with me.
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I
highly recommend just starting out with the combat rules from p. B324 - 328, aka Combat Lite from the back of the Characters book. Play with those for a while, and then add on to there.
I'm not just talking from theory - I actually use those rules as the baseline core for combat in much of the combat in my own Dungeon Fantasy game, and I'm one of the guys who wrote the expanded combat options in
GURPS Martial Arts (Kromm being the other.) You can have a great amount of fun with nothing more than those rules, plus a dribble of options added on later when you know more of what you need.
I personally only bust out the fully-detailed rules when we're playing some combat we all see as epic and important and worth spending much more time for a slight increase in fidelity. That's not that often in a dungeon crawl like I run right now.