06-09-2017, 10:37 AM | #41 |
Join Date: Jan 2009
Location: Sacramento metro, California
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Re: Combining GURPS and Hackmaster combat system?
The d10000 crit table works almost as quickly in regular HackMaster play as confirming criticals does in D&D 3e.
1. Crits happen on a natural 19 for called shots or a natural 20 on the die. The attacker's roll has to beat the defender's roll. 2. Critical hit severity is determined by the following equation: severity=amount attack succeeded by+rolled weapon damage-defender's DR (damage resistance) 3. If a missile critical hit that is not a called shot, roll a d10000 for location. If a melee critical hit that is not a called shot, look at the target sizes and use the appropriate die. A d10000 is used when both targets are the same size. 4. Read the table for results and apply them. The current version of HackMaster has no joke elements in its mechanics. It was based in some part, on Aces & Eights, but the decision was to not have separate movement and attacking counts because firearms are different than falchions and other melee weapons. Combat is thus more abstract than Aces & Eights, because you get a general body blow in HackMaster unless you deliver a critical hit or called shot. HackMaster and Aces & Eights like GURPS, are games which seem more complicated from an armchair than when you play them. If combat is dragging in any of these games, its because they have many tactical options and a short time window that characters act in. Preparation and pacing is essential to reduce analysis paralysis.
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Currently Running: Without Number family games which use a lot of GURPS material for details when the players start asking(online, sporadically) Waiting For: Schedule Sanity to Play Car Wars and my Fnordcon special alt Car Wars cards! |
06-10-2017, 08:26 AM | #42 | ||
Join Date: Jun 2017
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Re: Combining GURPS and Hackmaster combat system?
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Without giving much thought about balance, here are some examples of how I think it may work: Let's assume ST 10 attacking with a Katana, giving him a final "recovery period" of 4 (the time between his attacks). He may attack on 1, and the again on 5.
As an interesting note, reading up on Reddit I came across The Last Gasp rules. Upon taking a look at them, it's alternative "short term fatigue" seems to be capable of simulating the "give and take" of combat that I'm striving to achieve with recovery periods, albeit with a very different system. I wonder which would suit my players better, if any. Edit: I had not realized Last Gasp was your idea! Seems very solid! Last edited by Grayscale; 06-10-2017 at 09:17 AM. |
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06-10-2017, 09:37 AM | #43 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Combining GURPS and Hackmaster combat system?
It works better in play than one would think just from reading it. Take the "physical tokens" suggestion very seriously, though - it makes life a lot easier.
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06-10-2017, 10:41 AM | #44 |
Join Date: Jun 2013
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Re: Combining GURPS and Hackmaster combat system?
I posted this, noticed there were four (!) more pages of discussion I'd somehow overlooked, deleted it... and am now posting it again.
How the Hackmaster "initiative" system is being described sounds fairly similar to my Initiative Overhaul, so you may be able to take some inspiration from that. I have a greatly simplified revision I'll be posting on my blog once it's finished, so if what's linked makes your eyes bleed, you may want to wait for that.
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