Bare Bones Basic - Combat

mardi 24 février 2015

The idea of simplifying GURPS for new comers was brought up in this thread



http://ift.tt/17vq3a6



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.



LVL 2 : Rapid Fire, AOA, AOD, Full Wounding Modifiers, Weapon bonuses and penalties for parry, Grappling, Normal Crit Fail/Success effects.



LVL 3 : Aim, Bracing, Postures, Shock, Stun, Move and Attack, Slam, Hit locations, Feint,



LVL 4 : Techniques, Weapon Master, TbaM



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

Bare Bones Basic - Combat

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