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#1 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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1. Require that players have their maneuver ready as soon as their turn comes around, or within a certain time limit (I favor 5 seconds). You can extend this for people with Combat Reflexes and Enhanced Time Sense. 2. Help people learn the basic maneuvers. e23 has some free combat cards, if you favor the D&D approach. 3. Want some complicated moves? Work them out in advance. List a series of "signature moves" for each character that have all the detail of exactly how that move works listed on a piece of paper, so that when they need to pull off something tricky, there's no flipping through the book to figure out how it works. You can even spend a point to make them into trademark moves, worth +1 to the entire setup. 4. "When in doubt, roll and shout." GURPS isn't as hard as it looks. There are two major GURPS GMs in my area, myself (I'm a serious stickler for every rule and every modifier, most of which I have memorized) and a friend of mine (who constantly improvises and never looks at the rules). Fascinatingly, if you ask either of us what a modifier for a particular situation will be, my picture-perfect knowledge almost always matches his off-the-cuff estimate, within +/- 1. Nobody's going to call the cops if what you came up with on the fly is slightly off, and you can always check the book later to see if you were right or not (how I came to memorize all those numbers).
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#2 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#3 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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But like I said, D&D abstracts a lot of things out. Exactly what is Rain of Steel? What's a hit point? Why can't I use Hack and Hew on the same target? That's just how the game works. You can try to make sense of it later, but ultimately, it's trying to create interesting gameplay, not telling a narrative of every stroke and technique you used to defeat your foe. GURPS relies on distinct, actual actions. In that one second, you're stating exactly what you're doing and depending on the optional rules in play, that can get very detailed indeed, down to the grip on your blade, how far and where you shuffled your feet during your defense, how close you let him get before you snapped off the attack to launch a counterattack of your own, and so on. The reason we have 1 second turns in GURPS is, first of all, because it makes it easy to calculate real-world things. If a gun fires 120 rounds per minute, then it has a GURPS ROF of 2. Easy. But, more importantly, it's because of the detail of GURPS' actions. I find some people have a hard time grasping this because they're grown accustomed to D&D's "one turn is enough time to do something meaningful." Nobody in D&D would spend 3 turns setting up a move, but that's common in GURPS. If you keep the combat flowing quickly, swiftly, so the seconds really feel like seconds, then I find people become less worried about "wasting" seconds with Evalutations and Aims and Feints.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#4 | |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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GURPS tracks each weapon swing, shield defence attempt, drawing an arrow from the quiver, cocking the pistol ... all of it. Combat takes very little game time, much less than in D&D, although it takes approximately the same time to play through. The time GURPS says a combat takes seems to match individual combat fairly well. It doesn't address the problem of "why do large battles take so long?", because that isn't part of the game's heritage, or a central problem for it. |
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#5 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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In my more realistic campaigns, players usually start with 100/50 points, and the most unrealistic thing that one could do was to hit an eye with skill 11(targeted attack)...
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#6 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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D&D's big innovation was the idea of "man to man" combat. But especially in the early versions, it was kind of scaled down from wargaming with lead soldiers that represented small units; it began, I believe, with Chainmail saying that if one hero was a match for a dozen normal men, then one figure could represent either a small unit or a lone hero. But it was Steve Perrin who took his experience at the Society for Creative Anachronism and turned it into a system that attempted to actually represent the flow of actions in a fight. He explicitly said that the fumble table derived from experience at SCA combat sessions! I think his representation had some problems, but nonetheless it had a realistic agenda that was quite different from what D&D was aiming for. Bill Stoddard |
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#7 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I'm pretty sure you're right - and RQI was much like RQII in this respect. I got to skim-read a friend's copy once when researching the Greg Stafford bibliography. T&T certainly didn't work like that, Traveller didn't, and after a quick read, C&S didn't. That's the major first-generation games. Incidentally, C&S uses melee rounds of 150 seconds, which has to be a record.
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#8 |
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Join Date: Sep 2004
Location: Canada
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I've heard people try to explain the low accuracy of low level D&D characters (and low number of attacks compared to high level characters) as handwaving all their missed attacks as contributing to the (roughly) 50% hit chance. And low hitpoints are supposed to be an abstraction of the characters poor ability to defend themselves.
This makes my head hurt (apparently 1 HP kobolds are flinging themselves on your weapon, but you still are terrible at hitting them) and completely ignores the idea that numbers were chosen mostly for making a "fun game". If nothing else, give D&D 4e full credit for wearing its gamist logic and Rule of Cool stylings loud and proud. It seems to have cut down on people mistaking its detail for "realism" :)
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#9 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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| Tags |
| meta game, round, rounds, rules clarification, rules question |
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