Re: Where GURPS is simpler than TFT...
I love the way GURPS combats play out. The combination of shorter MA, higher costs to move other than straight ahead, action with movement, Waiting, slams, knockback, 2-hex bodies, no Engagement, standing Close Combat (HTH), multi-hex reach weapons with a one-yard scale, and active defenses with retreats and so on, makes for a very interesting game.
I think though that if you only take parts of it (lower MA, and per-character move & action), there would likely be problems in TFT, because for example TFT has no active defenses, no Wait moves, and no rules for it taking more MA to move in a circle around an opponent's Front hexes. In TFT, you use initiative, terrain and allies moving at the same time as you to prevent enemies attacking you from the Side and Rear... I'd need to playtest it, and may well be wrong, but I suspect it wouldn't work as well without some of the other stuff that makes it work well in GURPS.
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