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#11 |
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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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#12 | |
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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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#13 | |
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Join Date: Jun 2013
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Quote:
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GURPS Overhaul |
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#14 |
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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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#15 | |
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Join Date: Feb 2007
Location: New York City
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While I understand that combat can be a grind sometimes, I agree with benz72, it's often about tactics. Also, often it's a lack of teamwork. PCs attacking one-on-one instead of ganging up vs tough opponents. |
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#16 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Even if hit probability doesn't change, one roll takes less time than two. I would tend to argue for increasing hit probability as well (this mostly makes initiative more important, it's otherwise just fewer rolls for the same outcome).
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#17 | |||
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Join Date: Jun 2022
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And making an attack is almost always better than Feinting. Quote:
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#18 |
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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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#19 | |
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Join Date: Sep 2004
Location: Southeast NC
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The very thing that GURPS defenses add to combat (tactical decisions matter) turns into an extra math step added to every attack, hit or miss.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#20 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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Quote:
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| Tags |
| combat, hacking, simplified rules |
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