10-07-2004, 11:50 PM | #1 |
Join Date: Oct 2004
Location: Florida
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Combat- Why not contests of skills?
It seems everything in GURPS where 2 or more characters oppose each other there is a contest of skills. Why not for combat?
Wouldn't that solve the problem of very high skillls? A strike with the percision of 10 under(skill of 20 and rolling a 10) need the defender to equal or beat the sucesses. I would have like to see 4th edition tackle having the sucess margin of a strike having some determining factor in the amount of damage done. thoughts? |
10-08-2004, 12:29 AM | #2 | |||
Join Date: Aug 2004
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Re: Combat- Why not contests of skills?
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Admittedly, I think that Skill-4 for Parry or Block, instead of Skill/2+3, would work better. Quote:
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10-08-2004, 09:50 AM | #3 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Combat- Why not contests of skills?
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GURPS implements skill-on-skill effects via Feint and Deceptive Attack.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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10-08-2004, 10:25 AM | #4 |
Join Date: Oct 2004
Location: Florida
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Re: Combat- Why not contests of skills?
Thanks for your reply Dr. Kromm...
I guess I was suggesting that defense NOT be some divisor of the skill- but the FULL skill... but I DO like the current system. While there are multiple ways for an attacker to reduce the defense of his opponent- there is no apparent way to make his target harder to hit. I realize the target's(head, hand, eyes) size is a modifier against his attack roll, but it seems that, it is assumed, it is a perfect situation... But that is not typically the case. The target is moving. So that head that should be -5 to hit is also 'bobbing' and 'weaving'. Maybe you'll say that if the defender is "all-out-defending" for +2 to his active defense it makes up for the lower defense, but it is easily overcome by a "deceptive attack" or "feint"... I guess I'm suggesting the attacker have some penality because the situation is not optimal in combat. Currently, it would appear he is attacking a training dummy... thoughts? |
10-08-2004, 10:29 AM | #5 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Combat- Why not contests of skills?
You have it reversed. GURPS already assumes a moving, difficult target. Out of combat, you get a big bonus to die rolls owing to the task being routine.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-08-2004, 10:33 AM | #6 | |
Join Date: Oct 2004
Location: Florida
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Re: Combat- Why not contests of skills?
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10-08-2004, 10:39 AM | #7 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Combat- Why not contests of skills?
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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10-08-2004, 11:00 AM | #8 | |
Join Date: Aug 2004
Location: Pflugerville, Texas
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Re: Combat- Why not contests of skills?
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In a pinch, I probably couldn't write code that would work on first compile. At work, though, when I have time to think things out, improve the algorithms to work best for this languange as I go, and look up some syntax I forget, then I can put out quality work. Thus, I probably wouldn't put my VHDL skill at better than 10 or so (50% accuracy on first try), even if my overall programming knowledge is higher. But, I can still get a job that includes this work. In GURPS terms, having a non-adventuring situation means I could tell the GM that I work for four hours, with reference books available, and he gives me a +4 to my die roll. If I have to reprogram the firmware on a bomb in the two minutes before it goes off, I get no such bonus (and probably some penalties). |
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10-08-2004, 11:03 AM | #9 | |
Join Date: Sep 2004
Location: Detroit, Michigan
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Re: Combat- Why not contests of skills?
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10-08-2004, 11:04 AM | #10 | |
Grim Reaper
Join Date: Aug 2004
Location: Italy
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Re: Combat- Why not contests of skills?
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bye! -- Lut God of the Cult of Stat Normalization |
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