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Old 05-01-2012, 02:25 AM   #6
Maz
 
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Join Date: Aug 2005
Location: Denmark
Default Re: Forget DF: what about normal melee combat tactics??

I've run a combat-arena game where opponents where pretty even almost all the time. IMO this is where the game becomes really interesting and you really have to know the rules well to win. This is where player-skill can win over die-rolling.

The most important thin is "Do you allow Extra Effort in combat" ? If you do, and I assume you do because your playing DF, then there are a wide range of different options open to you. Some are more risky than others. Some expose weaknesses in the GURPS system that might require a little houseruling to fix.


But generally in an even match, the most important manoeuvre becomes Evaluate. It gives a nice bonus to hit which can increase your Deceptive Attack bonus, and at the same time it reduce the penalty you suffer if an enemy makes a deceptive attack. It's actually so powerful that once one start to Evaluate, the other is almost forced to do the same, and then it usually becomes the one who attack FIRST that loses as he will waste his Evaluate bonus once he attack and it's not going to help him hit the other as any Deceptive bonus is going to be soaked by the others evaluate and then once he have missed. The other can attack him back with full evalaute bonus and a high Deceptive penalty.


Another very important tactic, although it requires EE is allowed, is Giant Step and to a lesser degree Heroic Charge.
If you stand at the normal Reach 1 adjacent to each other. You can make a Giant Step to move to his side and attack him. This only cost 1 FP and gives the other a -2 penalty to defense AND if he have a shield, you can move to his other side and disallow his DB bonus and any chance of blocking leaving him with only his parry and dodge. (This move can also be achieved without Giant Step by making a Sidestep on a defense).

Heroic Charge does have it's uses but is generally way too risky as you can't retreat and can't parry (unless you spend 1 FP on Rapid Recovery). Comitted attack is een worse as you can't retreat, or parry AND gives a -2 penalty. And all out attack is simply suicide. Because the enemy will retaliate with a Telegraphic AoA and that's usually enough to send a sword through your eyesocket or chop off your arm.

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In the end I find these kinds of combats involve a lot of positioning, trying to get into a position to make a side-attack and alot of turns spend Evaluating. and when EE is allowed noones really going to get hit untill they start running out of FP.
In the end I find they give a very satisfying Hollywood realistic combat. Where equal combatants circle a lot, making carefull jabs, maybe once in a while taking a chance to try and end the combat quickly but in the end they are both worn down and its the one "lucky blow" (critical hit/miss) that determine the fight (and this is why Luck is a must-have for action heroes).
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