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Old 02-24-2015, 03:03 PM   #1
Nymdok
 
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Join Date: Dec 2006
Location: Houston
Default Bare Bones Basic - Combat

The idea of simplifying GURPS for new comers was brought up in this thread

http://forums.sjgames.com/showthread.php?t=133025

and I thought Id look at some of the ways of doing that.

GURPS has a rich, tactical, nuanced combat system, but what if it werent? Would it be less fun or just different fun? How many maneuvers could you remove and have it still be GURPS combat? If you were to assign them levels of complexity, what would they be and what options would you put in where? Which are the 'easy' ones, which are the 'advanced' ones and which are the 'expert' ones?

Lvl 0 : Gurps Ultra lite - Attack and Defense is one roll etc.

Lvl 1 : Attack, Deceptive Attack and Block, Parry, Dodge, All wounding Modifiers = 1, Range Penalties. No bonuses or penalties for Weapon Parry (Staff knife etc). Unbalanced Weapons. Move OR Attack. All crit fails = Dropped Weapon, All Crit Successes = Double Damage. Club, Sword, Shield, Spear, Axe, Mace, Staff, Bow, Rifle, Pistol, Punch, Kick.

LVL 2 : Rapid Fire, AOA, AOD, Full Wounding Modifiers, Weapon bonuses and penalties for parry, Grappling, Normal Crit Fail/Success effects, All Weapons in Basic Set.

LVL 3 : Aim, Bracing, Postures, Shock, Stun, Move and Attack, Slam, Hit locations, Feint,

LVL 4 : Techniques, Weapon Master, TbaM, All weapons from Martial Arts, Handed Grips.

LVL 5 : Commited Attack, Defensive Attack, Bleed Out Wound Locations, Extra Effort


Does that sound like a reasonable division of difficulty? Could it be more granular? Something I miss?

Nymdok

Last edited by Nymdok; 02-24-2015 at 03:45 PM.
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