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Old 08-22-2019, 07:22 PM   #52
maximara
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Join Date: Aug 2004
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Default Re: Translating the concept of HP from D&D (and the like) to GURPS

Quote:
Originally Posted by Varyon View Post
Moving 10 yards (7 yards for slow characters, 13 for fast ones), vying for an opening, and - in melee combat - throwing multiple attacks. Each attack roll in DnD is meant to represent multiple attacks*. Some miss, some “hit” (whatever that ends up meaning when dealing with abstract HP), and your damage roll represents how much of an impact all those “hits” had. If foes do something to expose themselves during this time (attack unarmed, move past you, cast spells, etc), you are likely to land more “hits” (in the form of Attacks of Opportunity). Ranged combat obviously involves only one actual attack per roll, as each attack only uses one piece of ammunition. This isn’t as slow as it sounds - a GURPS character who moves 10 yards, successfully Fast Draws an arrow and draws it, gets to maximum Aim, and attacks would actually take 7 seconds to pull that off (2 to move, 1 to nock the arrow, 3 to Aim, 1 to Attack).

*Edit: If you dislike the idea of multiple attacks per roll, consider DnD doesn’t have the equivalent of Evaluate - assume the characters Evaluate for 3 seconds prior to attacking, and all 6 seconds are accounted for.
The main problem with that explanation is it makes the base skill level of low level D&D character even more pathetic by GURPS standards. The one thing that I really like about 5e D&D is it got rid of the convoluted tables regarding hitting someone. AC = number you need to roll to "hit". Nice, sane, and simple and it roughly equates to GURPS' Dodge.

Better yet there is even some ideas on using a 3d6 rather then the d20 which makes comparison easier though it does change the dynamics of AC by a large margin.
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