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Old 09-08-2016, 04:57 AM   #341
Mailanka
 
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Default Re: Mailanka's Musings -- GURPS Content Post

Finally, if you're going to rewrite combat, compile it into a simple Cheat Sheet for your players.
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Old 09-09-2016, 11:06 PM   #342
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Originally Posted by Mailanka View Post
Finally, if you're going to rewrite combat, compile it into a simple Cheat Sheet for your players.
It's organized, but if I may suggest--I always imagined the sliding scale of attack/defense being on a sort of dial, like on an oven or washing machine.

Something like...


All-Out Defense
Determined Defense
Evaluate
Attack
Determined Attack
All-Out Attack


And of course, Do Nothing! :P
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Old 09-10-2016, 10:18 AM   #343
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And of course, Do Nothing! :P
All-Out-Defense is a much better option than Do Nothing!
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Old 09-11-2016, 05:42 AM   #344
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Originally Posted by Tallor View Post

All-Out Defense
Determined Defense
Evaluate
Attack
Determined Attack
All-Out Attack
You mean Defensive Attack and Committed Attack, right?
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Old 09-11-2016, 05:43 AM   #345
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Originally Posted by Mailanka View Post
Finally, if you're going to rewrite combat, compile it into a simple Cheat Sheet for your players.
This is really useful. I should cough one up myself once I'm decided on the optional and house rules I'm using.
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Old 09-11-2016, 05:49 AM   #346
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Default Re: Mailanka's Musings -- GURPS Content Post

Gentlemen, I haven't been feeling well (the fact that I'm still posting suggests that I'm feeling better than I am, as I schedule stuff to be posted in advance: I haven't actually written anything all week), but I'll take a look at some of these suggestions when I'm feeling better.

Quote:
Originally Posted by JoelSammallahti View Post
This is really useful. I should cough one up myself once I'm decided on the optional and house rules I'm using.
I had the idea as I worked on CBR. The problem with GURPS is that it's got so many optional rules that if you start to drift far from RAW, then your players might not know what their options are. In many games, that's not so important, but in a martial arts game where you're encouraging players to use every ounce of advantage they can, and a single perk can make a considerable difference to how one fights, then you need to carefully define for your players how they can fight and what choices are available to them.

Psi-Wars is going to be a similar sort of game, at least for Space Knights and Assassins and other martial arts types, so I wanted to have the optional rules easily available.
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Old 09-12-2016, 01:09 AM   #347
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This week, I write up some martial arts! Today, I take a look at what it takes to Design New Martial Arts (appropriate to Psi-Wars, of course)
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Old 09-12-2016, 06:29 AM   #348
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Hope you feel better, Mailanka. This series has been at least as useful many GURPS books out there, and the game cannot benefit enough from examples of its application. I continue looking forward to new posts as you feel well enough to make them.
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Old 09-12-2016, 06:35 AM   #349
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Hope you feel better, Mailanka. This series has been at least as useful many GURPS books out there, and the game cannot benefit enough from examples of its application. I continue looking forward to new posts as you feel well enough to make them.
I always work ahead, so I've got posts all the way up to the middle of November, so even if I got hit by a bus and DIED, I'd still keep posting from beyond the grave for a few months

I've also been feeling well enough to get some additional posts up, but you'll notice a lack of bonus posts lately, and I've put a pause to collating everything into a nice, easy-to-read document, instead of leaving it scattered across my blog, though I hope to have it finished by the time Iteration 4 finishes.
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Old 09-12-2016, 07:07 AM   #350
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A lack of sleep or other confusion caused me to read Martini Arrs
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