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Old 06-08-2017, 10:22 AM   #24
RyanW
 
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Join Date: Sep 2004
Location: Southeast NC
Default Re: Combining GURPS and Hackmaster combat system?

The issue I have with such schemes is that attacks flying fast on a second scale is pretty realistic (over short bursts, but there are other schemes to introduce realistic lulls, such as Last Gasp). Watch some HEMA sparring or freeplay and you'll see even polearms are surprisingly quick when handled well.

If you slow down attacks to one every few seconds, it breaks my immersion due to my familiarity with actual combat (familiarity, not experience or skill). If you break turns down into fractional seconds, everything becomes tick-tick-tick in a way I suspect would become unplayable. How do you handle movement when a turn is a tenth of a second?
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