[Classicmerp] Combat Primer

Michael Cole mcole222 at yahoo.com.au
Mon Dec 16 10:51:09 UTC 2013


On 16/12/2013 8:08 PM, Lev Lafayette wrote:
> 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.

There will be a primer on armour coming, with new stats.  Also, I am 
going to encourage layering of armour.  Also note the changes to defence 
rolls - they are much better.  Roll at skill - weapon sizes rather than 
half skill.  We'll see how it works on Sunday.

> Also, you haven't mentioned Snap Shot numbers for those people who want to
> shot arrows really fast. Are you using those?

No snap shots - completely ignore the SS, its too annoying and 
complicated.  Firing first round is at base skill.  A round of aiming 
gives you the Acc bonus, or if 0, +1.  Subsequent rounds (up to another 
2) give you an additional +1 each.  Note that movement and firing will 
be at significant negatives.




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