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Old 02-22-2024, 10:19 PM   #20
RyanW
 
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Join Date: Sep 2004
Location: Southeast NC
Default Re: Active defenses as modifiers

Quote:
Originally Posted by Anthony View Post
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).
You just write down the modifier on your character sheet. As long as you either never fight with a shield or always fight with the same sized shield, never get flanked or stunned and have to defend with a penalty, never retreat, All-Out Defend or use a defensive grip that gives you a bonus, and never have anything else that applies any temporary modifiers to skill and/or defense, it saves loads of time.

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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