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#21 | |
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Join Date: Sep 2004
Location: Canada
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#22 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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The biggest reasons why we didn't use Quick Contests for combat:
1. Not all penalties to attack rolls should make the attack in question easier to defend against. In reality, the trickiest moves with the biggest penalties are often the hardest ones to defend against. On a more basic level, why would aiming for someone's foot (-4) make it more likely that the target would parry with a sword in his hand? 2. Conversely, not all bonuses to attack rolls should make the attack in question harder to defend against. Lots of big bonuses come from utterly telegraphic, predictable attacks that sacrifice speed and technique for basic aim. Some come from having a familiar weapon (Weapon Bond) or a balanced one, and mostly just help your aim as well. 3. Not all defenses use the same metric. What's Dodge based on in a Quick Contest model: DX, HT, twice Basic Speed, something else? Everybody will have an opinion. And suppose that we say it's a skill . . . now everybody needs a skill to avoid a crummy Dodge, but those who learn that skill at high levels will never need to parry. 4. You still need defenses separate from attacks, because there are some attacks that don't roll to hit (like a big rock that you have to dive out from underneath, or a scything blade trap) against which you'll need to defend. Using full skill resurrects the issue of metric . . . is it actually as easy to react (roll vs. skill to defend) as to act (roll vs. skill to hit)? Reality says "no." 5. In evenly matched duels, Quick Contests suck away drama. Neither side will do anything fancy, because he needs his full skill to contest the other guy's full skill. Thus, master swordsmen just slug each other at skill 20 instead of trying disarms, stabs for the heart, etc., which is pretty much the opposite of dramatic. All told, the current system does the job. The only chink it its armor in 3e was solved by Deceptive Attack in 4e.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#23 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Possibly because he was intending to extend the Crit Success beyond 6. A Crit on your attack allows no defence, therefore, higher Crit chances for Masters would mean shorter fights than for novices. Tempting.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#24 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I'm not sure whether longer or shorter fights best characterize matches between masters. "Master" has many meanings. In real life, masters tend to size each other up and then shoot in; one gets the upper hand due to a tiny difference in technical skill; and it's over in seconds. In movies, masters duel for five or six pages of script, sometimes more.
However, I'm also not sure why long is necessarily bad. Why shouldn't a life-or-death struggle use up a little more game time than other things? Flow is one thing; pacing is another. It's hard to pace a game where the most critical contests take less time than long stretches of less-critical development.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#25 | |
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Banned
Join Date: Oct 2007
Location: Europe
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#26 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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See pp. B369-370, under Deceptive Attack. It's a core concept in the basic combat rules.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#27 |
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Join Date: Nov 2009
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I believe the 3rd edition compendium offered various options. It included doing deceptive attacks functionally automatically (instead of a quick contest though maybe that was there too) where every 2 points of success over skill gave a -1 to defend. It had an option for increasing critical success with high skill as well.
Indeed I loved the 'official' sanction of the maneuver option in 4th edition. It fit right in and I wouldn't personally revert to 3rd edition experiments, though I suppose they could suit certain conceptions and game worlds.
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Mythweavers PbP |
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#28 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#29 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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1. It was passive, meaning that masterful warriors couldn't take the initiative and ensure that they would wipe out mooks. That took some of the fun away from being a master.Consciously selecting the penalty and taking the attendant risks put a lot more control in the players' hands and leads to battles that are more dominated by tactics than by luck. Overall, it's more fun and dramatic for most players.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#30 |
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Join Date: Sep 2007
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Our group independently invented the Deceptive Attack mechanic back in the day, and we went through similar iterations -- automatically taking the margin of success, versus pre-declaring an attack penalty, or divide by 2 versus divide by 3 (as an automatic divide by 2 is pretty powerful). We settled on pre-declared, divide by 2, as being the most fun.
I was all set to write up our nifty invention and send it to Pyramid when the new Pyramid showed up at my door, and someone had beat me to it... |
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