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Originally Posted by Varyon
I think it would actually work fairly well to, rather than legally define a "main" attack, just let the GM and player figure that out. Basically, they player says "Hey, I know X is my best bet here, but I want to use Opportunistic Attack with Y instead," and the GM either agrees and lets him apply the full 1d to Y, or disagrees and has him apply 1d-3 (min 0) to Y instead. An important note, of course, is that the player isn't required to use that Opportunistic Attack if the GM disagrees - he could switch to another one, or just use X (which he thought was better anyway, even if the GM felt the two were equivalent) or Y without the Opportunistic Attack bonus.
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Yeah, I can't define what a "non-main" attack is, but I know it when I see one, and I think most people do. I just don't like not having it well-defined.
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I also considered the random location option, but felt it would be unsatisfying in play.
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A while back I embraced using random hit locations for melee attacks as a strategy. For the most part, the torso is the least useful (and most boring) place to hit someone in Gurps. Most hit locations get knock-down bonuses, damage multipliers or a chance to cripple. The biggest loss commonly seen is an impaling or piercing attack to a limb. Even then, randomly stabbing a hand is awesome.
I don't think the results are as satisfying as they are interesting. An hit that was easier than normal to land shouldn't end the fight: it should complicate it.