11-11-2016, 08:25 AM | #1 |
Join Date: Jun 2013
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GURPS Mass Combat Styles
You know a thought I had the other day? People should be able to build a commander of a fighting force and feel like their character is distinct from others in the same role. As it is, you buy a ton of Strategy, you consider buying Administration if you have to be your own quartermaster, you put a point or two in Leadership, and then the only question you have is whether to invest in Luck/Super Luck/Serendipity to pull off increasingly unlikely martial feats. You could buy Intelligence Analysis if you're being your own intelligence chief, but since that uses the average of Strategy and Tactics, pumping Strategy works nearly as well! So how do we fix this?
My first thought was, Mass Combat styles. Like Martial Arts styles, but for Mass Combat. I'm not aware of any techniques that Mass Combat uses, or any perks oriented toward it, but why would I let that stop me? https://docs.google.com/document/d/1...it?usp=sharing I encourage you to read this, use it, and/or provide feedback (either on the doc or in this thread). It draws from Mass Combat revised and Pyramid 3-44's Tactical Mass Combat (although I could probably integrate the latter better), so I'd also be interested in consulting other sources if there are more. Obviously, it's not where I'd want it to be if it were to be as complete a supplement as Martial Arts, even fore the sections that are included, but if by some coincidence I were involved in a game where someone wanted to play a commander, I'd present this as an option. Thoughts? |
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