12-24-2014, 07:43 AM | #21 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
While I began as being rather literal and sometimes have favored the abstract, at this point I prefer a "straight forward" interpretation of the rules.
What does that mean? Where the rules suggest (or spell out) that they are literal, then they are literal. Where they imply (or again preferably make clear) they are abstractions, they are abstractions. Given that GURPS is as much a tool kit to build your own RPG system variant than it is a specific game, I believe this to be the most fitting; if I disagree with a rule being abstract or literal versus what the rules state, the rest of RAW allows me to remove that rule and substitute my own (though I risk the consequences if I don't make that clear to the players or take it into account when using the rest of the system).
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12-25-2014, 03:06 AM | #22 | ||||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
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I actually don't know if the rates are supposed to be analogous. Quote:
How would you propose to resolve it? Allow free Shoves on an opponent's turn? Allow an attack that cannot be defended against? Quote:
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12-25-2014, 03:53 AM | #23 | |||||||
Join Date: Jan 2010
Location: Brighton
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
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Honestly probably though armed grappling in TG, but if that wasn't liked on case by case depending on what the player was describing. Either way you now asking a different question (not that that's a problem) Quote:
Your also grappling your opponent weapon as well (starting at 0 CP).Ultimately TG had the whole interaction as a fluid spectrum of effect thanks to the CP mechanic. Regular combat is series of distinct situations. I think what we're describing is better emulated with former than the latter. Quote:
Alternatively use TG if it fits, nut well ultimately TG is just an official (albeit optional) play tested version of this anyway. I would't do the third because well where's the fun in that! The fourth is always going to be the balance between pleasing verisimilitude and bogged down play. But then that's a constant one anyway. Anyway the turkey needs basting, so cheers and Merry Christmas and I might not be replying for a while! "the turkey has a passing interest, but the pig is fully committed" Last edited by Tomsdad; 12-25-2014 at 11:37 AM. |
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12-25-2014, 04:34 AM | #24 | |||||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
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Merry Christmas! |
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12-25-2014, 07:03 AM | #25 |
Join Date: Jun 2013
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
I think part of the problem is that GURPS can handle almost any action, and most of them have penalties. "I kick him in the leg"? Somewhere between -4 and -1, depending on your Techniques. "I kick him in the knee"? Could be as high as -7, using the Knee location from MA. "Damn, he's three hexes away, can't I run up and give him a jump kick in the face?" "Well, as a Move And Attack you'll trying to roll under 9, as a Committed Attack you're at -4 for not knowing the Jump Kick technique and -5 for hitting the face, and as an All-Out Attack you're in the same boat, and all of these penalize your defenses next turn. Which do you do?"
In GURPS, the situation should fit the rules. The rules tell you what you can do. You should do one of those things, and you can fudge the description a little if you want. If the description doesn't fit what you want to be doing, it's probably because you can't or shouldn't be doing it. |
12-25-2014, 11:37 AM | #26 | |||
Join Date: Jan 2010
Location: Brighton
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
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Have a good one |
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12-25-2014, 04:21 PM | #27 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
They apparently seemed analogous to TKD/Kromm, though. So there seem to be opinions on the whole spectrum.
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The new (TG) mechanic of CPs seems to be quite similar to damage mechanics, to-hit mechanics etc. Hmm. The acceptable amount of complication indeed varies. |
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12-25-2014, 04:26 PM | #28 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
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People coming from the abstract end of the spectrum sometimes think lightly of fluffy actions that are actually quite hard both in real life and in ruleset+GM combinations at the literalist end of the spectrum (This also reminds me of the attitude by the Age of Ravens fellow [who was quoted by DouglasCole on Gaming Ballistic {and replied to}].) I generally consider the ability of the literal-end approach to cut off implausibly difficult actions to be a good thing, but I've seen players unhappy about it more than once. (Then again, I've seen both players and GMs unhappy about things being too easy too.) |
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12-26-2014, 07:51 AM | #29 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
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In melee after a few passes of attack/defence we'll have both possibly inflicted an amount of damage on each other. In grappling after a few passes of attack/defence we'll have an ongoing CP relationship with each other, and that relative relationship will have had it's own implications for teh relative position we find ourselves in. As well as what ever effects we may have leveraged with CP's during that period. This is in addition to damage inflicted through CP and CP leveraged actions. DR and CR might have similar effects in the system they refer to (i.e they both reduce effect) and are similarly invoked (roll to hit, roll defence then roll to damage/CP) but are actually very different things. Also just like claws negate CR, so do weapons (and I'd certain argue that having a sword inside make how sweaty you are, or how many straps you have pretty irrelevant). Although for added grim fun I have bleeding wounds add to CR on bare skin for grappling that locations with other attacks! yes, although I should say this isn't me looking for areas to add extra complication to GURPS:Campaigns, this is you asking me for an example where RAW fluff and raw Crunch don't correlate, and me giving you one in my opinion. While I know your feelings on TG, I do find TG actually has a much wider application than just grabbing each other. |
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12-26-2014, 08:17 AM | #30 | |
Join Date: Jun 2013
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Re: Literal vs. Abstract interpretation of GURPS combat and other things
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What are people unhappy about being too easy? I'll admit I don't have the play experience to speak on such matters. Just to make sure, could both of you articulate what exactly it is that you're going back and forth about? |
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abstraction, combat, rules |
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