Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-08-2017, 09:27 AM   #8
Join Date: Apr 2016
Default Re: Combining GURPS and Hackmaster combat system?

Originally Posted by Curmudgeon View Post
Yes, I can see how it might, but weapon speed would need a lot of work to port over to GURPS. As is, weapon speed would probably have caused people to pay less attention.

If your weapon speed is 6, for the next five turns, you have nothing to do before you can strike again. Whereas under current GURPS rules you could, on average, have made a defense on the turn you made your initial strike (attack) and made five further attacks and five further defenses during those five turns.

I know which condition I'd find more interesting and more liable to keep my attention on the game (It's the same condition for both, getting the opportunity to do something every one second turn.)
You can still do things in HackMaster while you're waiting for your weapon speed to come up. Players don't have to. Keep in mind, that the opponents are acting to and HackMAster uses an opposed roll for defense so, I've found it to keep players much more involved in combat compared to the traditional D&D systems.
Ulairi is offline   Reply With Quote

combat, round

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump

All times are GMT -6. The time now is 03:01 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2020, vBulletin Solutions, Inc.