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1683 No. 1683 ID: d6a592

Pic unrelated. I'm not sure if anyone is interested, but I gotta post this somewhere and tg/ needs some love so here's something I whipped up for GURPS 3e out of boredom and frustration:

ONE-ROLL COMBAT FOR GURPS 3e

LITE VERSION:

Each defense starts at -5 points, plus the normal attributes and bonuses in conventional GURPS 3E (the defenses are Dodge, Parry, and Block).

For each attack, the ATTACKING player chooses a body part to aim at and the DEFENDING player chooses a defense to use.

The attacker subtracts the defender's defense score from their weapon skill, and then tries to roll at or below it (they roll 3d6).

If successful the attacker chooses one die to represent damage dealt (multiply by the number of damage dice you would normally roll, then add/subtract any other modifiers).

If the attacker chose to aim at ANY body part, he/she chooses another die (aside from the damage die) to represent the body part hit:

1: Head
2: Right Arm
3: Left Arm
4: Right Leg
5: Left Leg
6: Torso

Pros: it's simpler to understand and doesn't take as much time to attack

Cons: it requires some work on the GM's part w/r/t the defense scores

EXPANDED VERSION:

Each defense starts at -10 instead, plus any bonuses.

Dodge bonus = Speed rating x2, rounded down

Block bonus = Shield skill

Parry bonus = Weapon skill

If a weapon previously had a '2/3 parry' effect, the parry bonus for that weapon is equal to your skill with that weapon plus your speed rating (rounded down) instead.

(attacking and defending are the same as the lite version)

Pros: makes it easier to defend

Cons: more work for the GM


NOTES:

If you would roll for additional damage (via poisoned weapons or similar), increase the damage multiplier by one per extra damage die, and then add/subtract any other modifiers.

Negative defense scores are always bad, positive defense score are always good, and the higher your defense number the better.

The best attack rolls are as close to your skill limit as possible, without going over.

For roleplaying purposes, if an attacker misses by only a few points it was probably due to the defender's skill. If the attacker misses by a lot of points, it was probably due to the attacker's own incompetence.
>>
No. 1684 ID: d6a592

I thought this would work better than the standard critical rolls for one-roll attacks,

SCALING CRITICALS:

Critical = rolling triples (all three dice rolled show the same number on their faces)

Critical Failure = Fumble

Critical Success = Triumph/Trump (haven't chosen which sounds better)

If you roll triples AND you roll at or below your skill, it becomes a TRIUMPH/TRUMP, and acts the same as a conventional GURPS 3E critical.

If you roll triples AND you roll above your skill, it becomes a FUMBLE, and acts like a conventional GURPS fumble.

A roll of 3 is always a Triumph/Trump, and a roll of 18 is always a Fumble.

Rolling 4 is not a critical, and rolling 17 is not a fumble.

Pros: players with high skill have more critical successes, works well with the one-roll combat mechanic

Cons: players with low skill have more fumbles, GMs have to deal with slightly more fumbles and criticals
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