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#81 |
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Join Date: Sep 2011
Location: WA
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A bit of both. While things like RS models the difficulty in landing two blows a second, it seems to me (though IANAP[hysicist]) that you would also lose some strength and/or defense as a result. Sort of like a Committed Attack, and then some. But as has been pointed out, GURPS favors the heroic.
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#82 | |
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Banned
Join Date: Oct 2007
Location: Europe
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Quote:
In Sagatafl, you learn binary skills to speed up actions (Speed Factors that stack to lower the AP cost), or give Roll Difficulty bonuses, or do other things (e.g. increase the hex range of your Charge). GURPS offers similar options, in the forms of Techniques, and probably also various Perks. Any such kind of pre-combat training can, like in Sagatafl, be used to simulatively reflect both the character's career (e.g. a cop who's trained to be especially good at the Double-Tap (Revolver) maneuver) and cultural background (the manly - but ofte short-lived - Keltic warriors of my Ärth setting disdain not only helmets and mail, but also shields, and so their combat style puts some emphasis on parrying, unlike other medieval cultures, since the average medieval sword isn't durable enough for sustained parrying use). One would assume that TRoS has a similar mechnic, to "pre-shape" the maneuver landscape. Unless of course the whole point is to emphasize player skill at the expense of player freedom to choose what kind of character to play. |
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#83 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Pretty sure SPG is rarer than PCCS Hand to Hand. It also has the dubious honor of being the only game system I know of with time increments of 1/12 of a second.
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#84 |
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Banned
Join Date: Mar 2006
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Last edited by namada; 09-21-2014 at 01:30 AM. |
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#85 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Heh. It's the same publisher. It's most notable for damage tables that show exactly what internal organs your attack penetrated...
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#86 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Quote:
Personally, I can easily believe that GURPS turns are variable in a range from about 0.8 to 1.5 seconds. |
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#87 |
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Banned
Join Date: Mar 2006
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Last edited by namada; 09-21-2014 at 01:30 AM. |
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#88 |
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Join Date: Apr 2005
Location: France
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Yes, unless you limit players to realistic abilities (both with attribute caps and limited starting character points).
In that case, player characters won't use rapid strike because the penalty will be to huge for them (especially if they try to aim at a specific part of the body, which already gives a quite huge penalty). Thus, the choice will be:
Actually, the realism of GURPS may be about the one of the movie Lord of the ring, something which falls exactly between the harsh realism of Band of Brothers and the funny heroism of Rambo, to take another game world as example... But since GURPS is really generic, you can make your games more realistic than Lord of the Ring, or more heroic. It all depends on what abilities you exactly give to your player's characters, because their skill level will govern what penalties they can afford during combats... And since almost all GURPS rules are optional detail, you can even forbid rapid strike by saying that it is not realistic... Which is probably true (unless you use very specific techniques which link several attacks in a raw but which have to be learned with a lot of training before you can use them*). * I'm thinking about techniques like morote tsuki (two punches at the same time on the same foe's torso) or golenda (five very fast strikes with a staff) here. These are real techniques, very fast, but they require a lot of hours of training before being done well enough to be effective. Last edited by Gollum; 06-27-2014 at 09:48 AM. |
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#89 | |
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Join Date: Jun 2013
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Quote:
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#90 | |
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Join Date: Oct 2009
Location: Plugerville
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Quote:
This might be moving to where it is easier to get to the next guy after this one goes down, or keeping him between you and some other guy trying to get at you. On a complex battlefield(even with few obstacles) a single step can easily mean that at least one of your assailants next turn now needs to do a move or move and attack to stay in range. If you want movement, you just need to have a battle mat out so that everyone can see the opportunities available if they take one or two steps. And if your players are still not moving much, add in more terrain and have the bad-guys show them why standing still is a bad idea. |
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| Tags |
| combat, combat time |
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