01-10-2012, 09:29 AM | #19 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Hack n' slash?
Quote:
GURPS combat can be as detailed as you want it to be. This richness of detail can be overwhelming to people new to RPGs. If you find Combat Lite too much to deal with, may I recommend Combat Ultralite. TURN SEQUENCE: Go in order of Basic Speed. When your turn comes up, you may attack if you want to. You may also need to defend yourself one or more times. ATTACKING: When it’s your turn, you may make one attack-- 1. Make your attack roll. E.g. DX, Brawling, Boxing, or Karate to punch, Gun to shoot. 2. If you hit, your foe can try to defend. 3. If you hit and he fails to defend, roll for damage. DEFENDING: When you need to, choose one of the following-- Dodge: You may dodge multiple different attacks during your turn. Dodge = Move+3 Block: You may block one melee attack during your turn. Block = (1/2)*(Shield Skill) +3. Parry: You may parry one melee attack using a weapon or empty hand during your turn. Parry = (1/2)*(Broadsword, Brawling, Karate, etc. skill or DX) + 3. DAMAGE AND INJURY 1. Roll to see how much basic damage you did. Check your weapon’s stats for this. 2. Subtract the victim’s DR from the basic damage to see how much gets through. If any damage gets through DR, subtract it from the victim’s HPs. Code:
Hit Points Condition 0 HT roll to stay conscious every turn until you fall unconscious. -HP HT roll to stay alive, e.g. -10 when you normally have 10 HP. -2HP HT roll to stay alive, e.g. -20 when you normally have 10 HP. -3HP HT roll to stay alive, e.g. -30 when you normally have 10 HP. -4HP HT roll to stay alive, e.g. -40 when you normally have 10 HP. -5HP you die, e.g. -50 when you normally have 10 HP. Ensign Ginger wants to shoot a Klingon crouched behind a console 10 yards away.
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Last edited by Captain Joy; 01-10-2012 at 09:34 AM. Reason: improved formatting |
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Tags |
combat rules, gurps |
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