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#26 |
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Join Date: Aug 2004
Location: Wellington, NZ
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The thing is, in GURPS most combats are short enough that they (in my experience) don't get to the point where, in real life, you'd be taking a break anyway. The exceptions are longer-ranged gun fights, and those do tend to have breaks for the same reason they do in RL - people are in cover and trying to move to better positions so there's nobody in sight to shoot at anyway.
Where GURPS breaks down are duels between people of equal/near-equal ability, and struggles between large groups of people, where most of it is pushing and shoving rather than what most gamers would consider a proper attack - battlefield melees. The latter are generally best covered fairly abstractly, so don't really come under the purview of the core combat rules, leaving the former. The problem is that the former are relatively common in genre fiction and combat sports, and a good way of replicating those long duels is missing.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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| Tags |
| combat, damage resistance, telegraphic attack |
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