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Join Date: Aug 2004
Location: In the UFO
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GURPS is generally a much more complex system then TFT, but there are some areas where the rules are actually simpler and faster.
Initiative * TFT has a variable initiative system that requires rolling initiative, having everyone on a side declaring (and remember) actions, the other side doing that, and THEN characters perform certain combat actions in order of DX. * GURPS has a much simpler system: every single figure acts each turn in order of highest to lowest speed, and this initiative is retained each turn. The TFT equivalent would be to drop initiative die rolls and declarations and just act in order of adj DX modified only by armor status each turn.. Break ties with a d6 roll on the first turn of combat and keep that sequence. Movement TFT characters have an average MA 10. GURPS characters have an average MA 5. This is simpler in GURPS, as you're less likely to run off the battlefield, especially when horses or flyers are involved. Now, much of the current flavor of TFT involves the way the initiative and movement rules work, so I wouldn't change them in the core system, but as a house rule I'd consider the simpler "act in order of adjusted DX" option and halved MA. Note: if doing this, you'd want to give Tactics/Strategy something else to do than provide initiative bonuses. One option might be to allow someone with tactics to "wait for an opening" even when not engaged and to transfer that bonus to one ally each turn if he uses his action to do so...
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