Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-04-2017, 07:17 AM   #8
tbone
 
tbone's Avatar
 
Join Date: Aug 2004
Default Re: Combining GURPS and Hackmaster combat system?

Out of curiosity, I checked out Hackmaster Basic (free PDF download).

On the "count up" system for weapon speed, I'll mostly just repeat Curmudgeon here, but some thoughts:

While Hackmaster is presenting this "count up" as something unique, I don't see any real difference from GURPS in general concept: it's a system of checking, second by second, who does what.

The big difference that I see is this:

In GURPS, you can swing your shortsword this second, and then swing it again each second thereafter. Or you can swing your halberd this second, take a Ready maneuver the next second, then swing the halberd again the following second. And so on.

In Hackmaster, you can swing your shortsword this second, and then... take seven (!) Ready maneuvers in a row (borrowing GURPS' terminology; different words, same effect), and then swing your shortsword again. Or you can swing your halberd this second, then take thirteen (!!!) Ready maneuvers in a row, and then swing your halberd again.

Aye yi yi. I don't think I'll be looking to borrow from that...

That said, I can see that in play, things won't be as silly as they sound above. If pretty much every fighter is dealing with those looooong stretches of nothing, a lot of seconds will just whiz right by with nothing to resolve; actual strikes and rolls and deaths and all that will presumably play out as quickly as in any other game, player time-wise.

I guess the main difference is that in between those halberd strikes, Hackmaster characters who aren't swinging weapons have lots of time to do other things. Like move across the map, or cast spells... or maybe enjoy a nice cuppa... : )

Jokes aside, I can appreciate what the Hackmaster designers are looking to achieve: attack speeds that allow for one attack to be slightly faster or slightly slower than another. The system does allow that, though apparently by making the pace of all weapon attacks crazy slow. Not a solution I'm warm to personally, but again, I can appreciate what they're aiming for.

(Final note: I'm basing those comments on a cursory read of the rules. If I'm way off, smack me upside the head.)
__________________
T Bone
GURPS stuff and more at the Games Diner: http://www.gamesdiner.com

RSS feed | Site updates thread | Twitter/X: @Gamesdiner (dormant until the platform is well again)

(Latest goods on site: No Big New Content of late, but the blogroll has returned to the sidebar, this page collects content edits/updates, and this page hosts minor notices and side thoughts of the sort that used to go to Twitter/X.)

Last edited by tbone; 06-04-2017 at 08:52 PM.
tbone is offline   Reply With Quote
 

Tags
combat, round


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 03:27 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.