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#8 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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Quote:
Very Basic Melee Combat: Really Simple Shortcuts for Really Quick Battles by Steffan O'Sullivan. Yes, this means it was for Third Edition, but even with the changes between Third Edition (Revised) and Fourth Edition, I think it still works. The very first section of this article is titled Attack, Defense, Damage and is about handling all three with a single roll... or rather, a Quick Contest between fighters. So when two fighters clash, each combat turn is another Quick Contest, and the results determine which (if either of them) were successfully attacked, and how much damage was done. I'm uncertain as to whether I should go into more detail; the article isn't overly long, but covers five different shortcuts; the section I'm mentioning is only the first, and only three paragraphs long. Half the length is from the third paragraph, an example of combat using these rules! ... Total tangent, but it is kind of funny if you read it in Compendium II like I am; the side bar article from the previous few pages is The Fight's Over Already? Optional Rules for Pacing Combat. I really did love how much information was crammed into ye olde Compendiums :D
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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| Tags |
| combat, hacking, simplified rules |
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