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#41 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Quote:
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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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#42 | |
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Join Date: Sep 2004
Location: Torino, Italy
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Quote:
I don't like simple opposed rolls for attacks and parries. First of all, this mechanic tends to blur a poorly executed/failed attack and a good, but parried, attack. The difference is quite important: in the latter case, the defender's weapon might break, or he might incur in penalties for repeated defenses. Moreover, choosing to perform a Deceptive attack (and how much Deceptively) is now an important part of GURPS tactics. Fighters can "push the envelope" risking difficult attacks which impose a huge penalty, or they can fight more conservatively and hope their opponent's defense fails. Having all attacks automatically "as Deceptive as possible" would eliminate choice and risk. = I'll also point out that, if you make Attack/Defense a single opposed roll, defenses become considerably more difficult. They become almost impossible, actually (two fighters of equal skill will rarely be able to defend against each other). So if you want to follow that road, you should probably raise defenses a bit.
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#43 |
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Join Date: May 2009
Location: In Rio de Janeiro, where it was cyberpunk before it was cool.
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What about Feint guys ? Doesnt that work for what you want ?
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#44 |
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Join Date: Sep 2007
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I misspoke when I said "Pyramid" earlier. The title of the periodical that accompanied GURPS in the late 80s that I had in mind was "Roleplayer". I checked through the ones I had handy, but I didn't find the article I seem to remember. So perhaps it was just Usenet. Though my Roleplayer #3 was missing... but I think that's a bit early for this sort of rule anyway.
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