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Old 07-15-2010, 06:33 AM   #13
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Question about the maths behind attack roll and defense rolls

Quote:
Originally Posted by Agent View Post
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.
I used that in a 3e campaign. What I found was that, 1) it was very hard for a less-skilled opponent to ever land a blow, and conversely it was very hard for them to avoid blows, and 2) people never did anything that would lower their hit chance, ever, and that AoA for +4 to hit was way too low-risk unless your opponent had strong armour (because you would almost never miss, and your opponent would very likely not defend, and thus never get to strike back).

Essentially it takes all the options in GURPS' combat system and says "Don't bother - these are a waste of time.".
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