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Old 06-05-2017, 02:42 PM   #11
mhd
 
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Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
Default Re: Combining GURPS and Hackmaster combat system?

If I were to adapt a tick-based combat system to GURPS, it would at least have to cope with different attack variants -- and there's a lot of them.
So you couldn't just have a speed value of a "broadsword" in general, you'd have to have different ones for thrusts and cuts, and then probably again for all-out attacks (all of them), deceptive attacks, defensive attacks, reverse grips, defensive grips etc...

Heck, if those attacks remain unchanged at all. It could just be that instead of having a to-hit benefit or defense penalty, some attack maneuvers would change the speed values. (And what about stop-hits, ripostes and counterattacks?)

Also, integrating U parries and double-dagger weaponry might seem appropriate. Possibly changing this from a binary distinction to something graded (i.e. weapons could have a "unbalanced" window of ticks after a parry/attack, or a recovery time that might not be equal to the attack time).

HackMaster elaborated on a rather D&D-ish system, which is about as simple as it gets in RPG-dom (apart from maybe T&T). So adding a different intitiative/round system on top of that doesn't have to affect to many moving parts. With GURPS, there's a lot more bells and whistles that would need to be looked at.
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