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#1 | |
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Join Date: Sep 2004
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#2 | |
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Join Date: Aug 2004
Location: Halfway between the subconscious and oblivion ...
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:shrug: it certainly gets the job done, though. Edit: tbone - love your site! Good stuff on it ... do you take submissions? I've a few things I've worked on for 3e that may be worth putting up. I doubt SJG would be into it since it's "dated" now with 4e.
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A thick mist enters the room, filling the space with a sense of mystery. In the center a shadowy form can be seen standing, but it's features are obscurred, it's speech echoed by some unnatural means and as quickly as it speaks . . . the shadow fades, and the mists roll away . . . Last edited by The Speaker in Dreams; 10-10-2004 at 07:53 AM. |
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#3 | |
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Join Date: Aug 2004
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#4 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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GURPS implements skill-on-skill effects via Feint and Deceptive Attack.
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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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#5 |
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Join Date: Oct 2004
Location: Florida
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Thanks for your reply Dr. Kromm...
I guess I was suggesting that defense NOT be some divisor of the skill- but the FULL skill... but I DO like the current system. While there are multiple ways for an attacker to reduce the defense of his opponent- there is no apparent way to make his target harder to hit. I realize the target's(head, hand, eyes) size is a modifier against his attack roll, but it seems that, it is assumed, it is a perfect situation... But that is not typically the case. The target is moving. So that head that should be -5 to hit is also 'bobbing' and 'weaving'. Maybe you'll say that if the defender is "all-out-defending" for +2 to his active defense it makes up for the lower defense, but it is easily overcome by a "deceptive attack" or "feint"... I guess I'm suggesting the attacker have some penality because the situation is not optimal in combat. Currently, it would appear he is attacking a training dummy... thoughts? |
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#6 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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You have it reversed. GURPS already assumes a moving, difficult target. Out of combat, you get a big bonus to die rolls owing to the task being routine.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#7 | |
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Join Date: Oct 2004
Location: Florida
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#8 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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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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#9 | |
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Join Date: Sep 2004
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I so not like the fact that degree of difficulty does not apply to combat. For instance, I try to lie I make an acting roll opposed by your detect lies skills. Heck, even most of grappling is contests. I like the idea of contests of skills to determine hit and degree of hit. This way, you make a great defense it can lessen or eliminate the effects of a great hit. The new rules about -2 attack for -1 defense helps, but it is not the solution. The solution is to make your rules follow the same logic throughout. GURPS needs to bring combat on par with the skill ststem and add this as an optional system. |
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#10 | |
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Grim Reaper
Join Date: Aug 2004
Location: Italy
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But then you would like to attack and be able to defend too... and things get difficult.
__________________
bye! -- Lut God of the Cult of Stat Normalization |
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| Tags |
| combat, contest |
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