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#1 | |
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Join Date: Dec 2006
Location: Houston
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Nymdok |
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#2 |
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Join Date: Sep 2004
Location: Montréal, Québec
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Come to think of it, I actually did this in my campaign but forgot to mention it here.
I made weapon proficiency skill groups: WP-Blades (knife, sword), WP-Impact (club, axe), WP-Longshaft (spear, polearm), WP-Entangle (whip, lasso), WP: Fighting, WP:Grappling, all DX/A. You can take the "specialized" DX/E versions for a few specific weapons, and the rest of the WP defaults to it at -3: Knives, Clubs, Staff, Punch. I have an extra thing for specialized weapons (rapier, flails) as a technique at -3, but this is getting complicated again. Ranged is Archery (bow, crossbow), Thrown (knife, sling), Guns (all types); specialties are Crossbow and Light (<1 lb.) |
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#3 | |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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I sometimes consider dropping Shield from the skill list and making "Shield Proficient" a Perk instead, but I think Enhanced Block would be too expensive as the only way to improve blocking and wouldn't feel comfortable tossing out shield bashes as a valid mode of attack.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub. |
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#4 | |
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Join Date: Sep 2006
Location: Seoul, Korea
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Besides, even that other game has calculations. I think the thing (in every game) that makes it feel complicated is math at the table. It's not a trivial task to figure out the Caster level of multi-classed caster or to add in all the of the modifiers from feats and special attack modifiers for an attack on the fly. But nobody playing that other game does that. They write it all out on the character sheet when they first make the character, then they just update the sheet when something changes. In GURPS, on the other hand, you have to calculate slam damage every time (because your velocity probably isn't the same every time). You have have to calculate the exact range penalty every time because it's exact instead of in broad range rands. You have to calculate weapon damage for each weapon. Now, none of those require difficult math, and in fact the last two are simple table look-ups. But they feel complex because you'd never have to do that in that other game. GURPS combat is not any more complex than D&D combat when you add in the special attacks, magical effects, grapples, etc, etc. But it is more calculation-heavy and it's more detailed, which makes it seem complex. D&D front-loads the math to put the tactics front and center. GURPS doesn't because it let's you game the math more granularly (just how big a penalty are you willing to take to accomplish x?) and that enriches the tactics. But they're both complex. |
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#5 | |
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Join Date: Dec 2006
Location: Houston
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We talk often about how GURPS can be as simple or granular as you like and Im looking at a way to scale the intricacy and difficulty of combat in a way similar to what Mook did so that when groups sit down, combat can move faste, easier and more intuitively with less understanding. Nymdok |
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| Tags |
| combat, simple |
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