GURPStalk

Combat Orientation


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Co-hosts Che Webster (Roleplay Rescue) and Patrick Mullen (Cry Havoc T2K) discuss today's topic:


Isn't the GURPS combat system fiddley and difficult? Isn't it really complicated to run fights?


We discuss the combat system in GURPS, emphasizing its simplicity and effectiveness. 


Pat explains the simplicity and ease of use of the GURPS combat system, highlighting its one-second round concept. He emphasized that while GURPS is often perceived as a reality simulator, it is actually a fictional system designed to simplify combat actions into basic, simple tasks. 


We highlight the system's simplicity and speed compared to other role-playing games. They emphasized that actions in combat are resolved quickly, with players declaring what they intend to do, and the GM determining the outcome.


We discuss the mechanics of damage and hit points in a role-playing game, comparing the damage resistance of different characters and scenarios. 


Pat and Che discuss the deadly nature of combat in their GURPS games, particularly focusing on the impact of modern weapons and hit locations. They agreed that the system's realism, appropriate for the TW2000 setting, adds tension and requires careful planning from players. 



GOT A QUESTION?


Ask us via voice message:

speakpipe.com/gurpstalk


Ask us via an email:

[email protected]



THANKS:


Jon from Tale of the Manticore for the music:

https://taleofthemanticore.podbean.com/


Logo by MJ Hiblen:

https://www.patreon.com/MJHiblenART/


DISCLAIMER & NOTICE:


The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.


GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

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GURPStalkBy Che Webster & Patrick Mullen

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