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Join Date: Nov 2005
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I am going to start a short campaign introducing my circle of d20 playin' pals to the GURPS system. I have a couple questions about running combat in an introductory game. So I'm going to try playing with the simplest possible set of combat rules that will still be the superior RPG combat experience that GURPS offers.
1. Dropping hit location: hit location seems to be a pretty integral part of the gurps combat, especially wrt to many of the combat options, but of course it takes more time and adds to the complexity of combat. So if you drop Hit Location does this make it so that the fun of the GURPS combat system get watered down too much? 2. Shock: this is another rule that can add to the complexity. Even though I love this rule, I've found that it definitely adds to the overhead of what to track in combat. However, this one strikes me as one you can live without and still get the GURPS combat experience. 3. Initiative: One of the things we really like about d20 is that each player has his own variable initiative. What is a good way to do this in GURPS because I know that no one will enjoy the way GURPS determines initiative. 4. Combat options/rules: I'm thinking of dropping "feint", and "extra effort" and "deceptive attack". These are great combat options but for now will only get in the way I think. Any advice/suggestion? nnnnn |
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