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#6 |
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Join Date: Jan 2008
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Personally, I'd just get very used to Deceptive Attacks (Page B369) as they make attacks feel a little more "Contested" than normal. They're very important to the system... despite the short description.
In GURPS combat both the attacker and defender can crit (and critically fail) already, and for fun I've considered making defenders choose whether or not they wanted to defend before the attacker rolls their attack... a critically failed defense against a failed attack means the attack actually hit! Also taking a note from D20 (actually D20 Star Wars) I've also toyed with giving the Players Ablative DR (Page B46) to "represent Near Misses and character's ability to roll with punches"... ... erm... extra 'HP' for hack and slash gaming. It would make combat lengthier and more forgiving, in theory, but with the oddity that you don't have the effects of taking damage that you do from loosing actual HP (unless house-ruled further). But that's just me messing with simple mods, my players are too role-play orient sometimes...
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If I say something, don't take it seriously... I really don't know what I'm talking about. |
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| Tags |
| combat, hackmaster |
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