[Classicmerp] Combat Primer
Lev Lafayette
lev at rpgreview.net
Mon Dec 16 09:08:57 UTC 2013
On Sat, December 14, 2013 11:07 pm, Michael Cole wrote:
> This is a basic rundown on how combat will work in GURPS - it looks
> complicated, but it isn't (that much)
>
There's some good ideas here. I quite like the additional choices from
spending a point of Fatigue, for extra damage, distance etc.
How is Edge Protection going to work this time? I agree with the concept
but in previous iterations it has seriously reduced the effectiveness of
armour. The benefits gained from Edge Protection have always been a lot
less than the advantages lost by the removal of Passive Defense.
Also, you haven't mentioned Snap Shot numbers for those people who want to
shot arrows really fast. Are you using those?
--
Lev Lafayette, BA (Hons), GCertPM, MBA
mobile: 0432 255 208
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