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Old 05-26-2012, 11:06 AM   #8
tfaal
 
Join Date: Feb 2012
Default Re: Weapon Masters/Trained by a Master and All-Out Attack(Double)

Quote:
Originally Posted by cmdicely View Post
I've long thought that rather than different All-Out Attack Options , the Determined effect (+4 to attack) ought to be the effect of All-Out Attack, and the other options should be combat options that involve taking a -4 penalty to attack rolls. AoA (Double) is a bit weird in that respect since it essentially duplicates an existing an existing option that takes -6 for some characters and -3 for others, so depending on whether you like the existing tradeoff of AoA (Double) better than the existing tradeoff of Rapid Strike you could dump Double as a special option and either keep Rapid Strike where it is at -6/-3, or make it -4/-2.

Conceptually, the same thing works with Committed Attack (so "Strong" becomes a combat option that gives +1 or +1 per 2 dice at -2 to attack, or +2 or +1/die at -4 to attack=, and "Long" costs -4 to Attack, and Feint is just an example of Rapid Strike exercising the option to trade attacks for feints.)

Making (or merging, in the case of Double) maneuver options into regular combat options, IMO, makes GURPS simpler and more consistent.
I could not agree more with this. The whole concept of combat options being "embedded" in maneuvers seems wonky to me. *Especially* extra effort options, which have this strange Venn Diagram of things they can apply to.
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