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#1 | |
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Join Date: Aug 2007
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Quote:
I found Gurps with its' "flat" defenses to be somewhat annoying. Some of this may have been before I appreciated the ability of crits on attacks to be always successful. Runequest 2 may have had some of this "A successful defense always beats a successful attack" problem.
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Fred Brackin |
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#2 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Rolemaster also works like the OP is looking at. One of the potential issues with doing this in GURPS is that it makes anything that reduces your hit chance very bad. It also makes deceptive attacks worse than useless, but this might no be of concern if skills aren't expected to get over twenty or so. By the way, this also applies to doing quick contests - anything that might reduce your margin of success has to return huge dividends, so wise players will make very few targeted attacks, etc.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#3 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The main incentive for doing something like this is streamlining: GURPS combat with can turn into quite a slog of failed attacks (this is particularly common when using shields) so cutting down on the number of rolls will cut speed things up. There's other ways of accomplishing the same thing, though (changing combat to a quick contest, for example).
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#4 |
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Join Date: Oct 2006
Location: Chagrin Falls
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I've seen the slogfest argument before, and taken it seriously, but every time I look into it more deeply I come across a failure to utilize terrain and tactics to change the dynamics of the fight. I get that the default attack-defend-damage loop can get boring and crit fishing is dull, but suggest that we generally do have good options to make fights interesting without actually changing the rules.
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Benundefined Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble. |
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Problem is the enemy will also try to utilize terrain and tactics to change the dynamics in their favor, and that usually cancels out.
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#6 | |
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Join Date: Aug 2007
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Terrain (most likely artificial terrain like insides of buildings) can limit tactics (like no retreats) but that's the only thing that comes to my mind right now.
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Fred Brackin |
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#7 | |
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Join Date: Jun 2013
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GURPS Overhaul |
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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Until you have combat reflexes, retreats, and shields.
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#9 |
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Join Date: Jun 2013
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... which is why I also explored defense bonuses between +1 (CR) and +4 (CR + Large Shield). And, of course, the entire purpose of a defense bonus is to make it take longer for you to get hit, so the fact it makes it take longer for you to get hit is things working as intended.
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GURPS Overhaul |
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#10 | ||||||
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Join Date: Mar 2020
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Thank you for the discussion and ideas everyone!
As Varyon said: Quote:
Yes, as ravenfish said my idea is that the defender would still get the choice, and should decide before they are attacked. I totally get it that people might like the defense rolls too. Quote:
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Last edited by harlandski; 02-22-2024 at 11:46 PM. Reason: Added response to RyanW's comment |
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| Tags |
| combat, hacking, simplified rules |
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