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Gurps 3rd edition combat mechanica
Gurps 3rd edition combat mechanica








gurps 3rd edition combat mechanica

This is based on combat skill, and the more skilled you are, the better your defenses. He can also parry, which is to use a weapon or unarmed technique to ward off the blow. If Joe Untrained can back the hell up, this one will start at about 62% chance of success, boosted to 83% if he’s receiving a Telegraphic Attack. You may always try and dodge and if terrain and your maneuver selection allows, you can also retreat for a big honkin’ bonus. Of course, you can’t defend if you do that.Ģ) OK, here comes a blow worthy of hitting.

#GURPS 3RD EDITION COMBAT MECHANICA PLUS#

The key is, the first question is “did you throw something worthy of hitting a doofus who’s basically just standing there?” It doesn’t take that many points in skill, plus the All-Out and Telegraphic options, to make the answer to this question “Yes, yes I did” often enough that you can presume it. That would be an 83% chance to throw a blow worthy of landing (but your foe’s defenses will be 50% or higher in that situation).īut I digress. If you’re attacking another Joe Average, you’re probably looking at an All-Out Telegraphic attack. A punch would default to DX, while a weapon attack would probably default to something like DX-5, which is a crazy-low Skill-5 which you can see in one of my more widely-read Melee Academy posts is really, really awful. In GURPS, the basic hit chances can start out pretty low, especially for Joe Normal. In fact, more advanced students will do exactly that, while beginners will attempt to defend anyway.

gurps 3rd edition combat mechanica

The defender could just stand there, and the attack would still miss. If you’ve even been in martial arts training, you’ve either thrown, or seen thrown, kicks and punches that are terribly, awfully mistimed, or (more often) where the distance is just completely wrong. This seems like a no-brainer, but it’s not. They are, basicallyġ) Did you throw a blow good enough to hit a target, assuming he doesn’t do anything about it?

gurps 3rd edition combat mechanica

GURPS asks different questions for resolving attacks than does D&D. I do it five times a month and have a riotously good time, so this is in the nature of a thought experiment. So yeah: if you just like roll 1d20+bonus vs. I feel that it involves more player agency, since the defense roll also comes with a plethora of tactical options, including yielding ground, special parry types, damaging parries, and the ability to do a “riposte” that sacrifices the ability to defend this around for an extra increase to hit in a following round. Well, firstly, I obviously like the GURPS sequence of attack-defend-penetrate armor-resolve injury. Rather than write a post that says “do this,” I’m going to start with thinking about the kinds of things that might have to be true in order to map a GURPS-like combat sequence to D&D mechanics. In fact, I think I’m going to yoink this thread and see what I can make of it. Lots of concepts implicit in the rules that you could choose to ignore or map to D&D mechanics. It assumes that an attack “good enough to hit” is only the first step, and there are two different opportunities to negate it – a defense roll and the “damage soak” provided by armor. This obviously strikes a chord with this GURPS (and D&D) player, and I replied:Įven if you run screaming from the game, the implications of negated attacks and armor as damage reduction/resistance are fully fleshed out in GURPS. Over on Google+, +Benjamin Baugh was thinking about damage reduction in place of increased hit difficulty for D&D armor.










Gurps 3rd edition combat mechanica