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#1 |
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Join Date: Dec 2006
Location: Houston
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The idea of simplifying GURPS for new comers was brought up in this thread
http://forums.sjgames.com/showthread.php?t=133025 and I thought Id look at some of the ways of doing that. GURPS has a rich, tactical, nuanced combat system, but what if it werent? Would it be less fun or just different fun? How many maneuvers could you remove and have it still be GURPS combat? If you were to assign them levels of complexity, what would they be and what options would you put in where? Which are the 'easy' ones, which are the 'advanced' ones and which are the 'expert' ones? Lvl 0 : Gurps Ultra lite - Attack and Defense is one roll etc. Lvl 1 : Attack, Deceptive Attack and Block, Parry, Dodge, All wounding Modifiers = 1, Range Penalties. No bonuses or penalties for Weapon Parry (Staff knife etc). Unbalanced Weapons. Move OR Attack. All crit fails = Dropped Weapon, All Crit Successes = Double Damage. Club, Sword, Shield, Spear, Axe, Mace, Staff, Bow, Rifle, Pistol, Punch, Kick. LVL 2 : Rapid Fire, AOA, AOD, Full Wounding Modifiers, Weapon bonuses and penalties for parry, Grappling, Normal Crit Fail/Success effects, All Weapons in Basic Set. LVL 3 : Aim, Bracing, Postures, Shock, Stun, Move and Attack, Slam, Hit locations, Feint, LVL 4 : Techniques, Weapon Master, TbaM, All weapons from Martial Arts, Handed Grips. LVL 5 : Commited Attack, Defensive Attack, Bleed Out Wound Locations, Extra Effort Does that sound like a reasonable division of difficulty? Could it be more granular? Something I miss? Nymdok Last edited by Nymdok; 02-24-2015 at 03:45 PM. |
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#2 |
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Join Date: May 2009
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How you want to do GURPS combat depends enormously on the group you are working with.
For example I would rate wounding modifiers and hit locations more important than deceptive attacks because we start with lower powered characters who want to mess people up or cripple them. Lvl 1 - Basic skills, normal defense rolls Lvl 2 - Things that are obvious from the weapon table, changes to parry and damage scores Lvl 3 - Maneuvers, start with the ones people ask for, often all out defense is the first ... keep going in incremental steps until your group is happy. In my experience steps get merged and blurry as people build up a personal style or area of rules expertise. However there are a couple of more extreme steps that are worthy of mention. Lvl X - Things that alter characters sheets like techniques and perks that can be used for min/maxing. Not because they are abusive but because they require active choice and that requires understanding. No one likes to feel they have thrown away points. Lvl X+1 - Things that the forum says require lots of GM oversight, Technique Mastery, Ritual Path Magic etc
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Maxwell Kensington "Snotkins" Von Smacksalot III |
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#3 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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A flatter way of dealing with damage and damage modifiers would be really nice. the large weapons tables are nice, but I'd be wonderful to be able to have a truncated table that offers nice simple options. And it'd be nice to have thrust be something like swing damage-2 or something.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#4 | |
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Join Date: Dec 2006
Location: Houston
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Nymdok |
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Join Date: Dec 2006
Location: Houston
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Nymdok |
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#6 |
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formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Personally I don't use hit locations or DR-by-location. If a player asked to target something specifically I'd probably just tell him to roll at -5, have it face general torso DR, and wing any special features beyond that. I do happen to have eyes memorized (imp and pi only, roll at -9, ignore armor DR, wounding modifier becomes x4).
I have considered changing cutting attacks' wounding modifier from x1.5 to x2 because it's simpler. Not more balanced or more realistic, but simpler while still giving very different feels between using a sword and using a sword-sized club. On ranged weapons, I only list the full-damage range and not the longer half-damage range. I pre-calculate the range and damage of bows, putting only a few pre-determined models in stores (Shortbow ST 8, Longbow ST 12, Longbow ST 16, Composite Bow ST 20). I have all critical hits be Max Damage, or Max Damage x3 if using a specifically appropriate magical weapon (Manslayer Sword, Bow of the Hunter, Axe of the Apostles, etc.). I think I can feel safe limiting maneuvers as such: - Attack. Move up to half your Move and attack an enemy within reach. Defenses as normal. - Move. Move spaces up to your Move. Defenses as normal. - Concentrate. Move = Step. - All-Out Attack (Determined) and All-Out Attack (Strong). Move up to half your Move score and make an attack with the appropriate bonus. Considering rolling both effects into one move. - All-Out Defense. No movement and no attack; may make two Active Defenses against any incoming attack before your next turn. - Ready. All-purpose maneuver for doing things like getting out a potion, drinking, pulling an unruly weapon back into alignment, drawing a sheathed weapon, grabbing something off the ground, and so on. - Skip Turn (Do Nothing). The effect you are forced into by conditions like Stun, Sleep, Paralysis, and Death. Some of these effects allow you to defend at a penalty and some don't. I'm generally not going to bother with things like posture, footing, lighting, Major Wounds, knockdown, or the like unless specifically invoked (i.e., "The floor in the room is slippery; all DX rolls and Active Defenses are at -1. Adjacent room extinguishes torches and Continual Light, but has candles; Attack and Vision rolls are at -2.").
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#7 |
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Join Date: Aug 2004
Location: Los Angeles
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"How to Be a GURPS GM" takes a stab at this on pp. 41-42, so that's my version of the spectrum. But it is an extremely subjective thing -- I think any five GMs will have five different breakdowns.
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#8 |
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Join Date: Sep 2004
Location: Montréal, Québec
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Lv1: Ranged combat has no Acc, and no range penalties within, but you can't shoot anything past 1/2D.
One of the big things when coming over to GURPS is how hard it is to figure out how much damage a weapon does. In d20 a long sword is 1d8 and a magic missile is 1d4+1, whereas in GURPS you get stuff like "sw+1 cut or thr+2 imp", and what does that even mean? Just sayin'. Especially if eliminating wounding modifiers, try to have a weapon table with base damage (1d6+1) based on ST 11 maybe, then modify for ST score. Kromm once proposed you always take skill down to 16 and DA the rest, which is a low-decision version of Deceptive Attack. Since the GM can do the math, it's simpler on players. The main problem with a lot of your granularity stuff is that a lot of it also affects balance. A silly-ish suggestion for Lv1 is to remove the G4e +3 to defenses: It makes dodge equal to speed, which is really simple; It makes parry equal to half skill, which is easier to count; It makes the result of attacking more predictable; It allows you to push Deceptive Attack higher, which means a lot less math. Generally speaking, and I know I'm contradicting some of my own suggestions, avoid having "simplified" rules which contradict real rules. These tend to leave people confused for a long time! |
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#9 | |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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| combat, simple |
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