Here is a good video, an excellent example of GURPS combat. This dispels the myth of GURPS combat being overly complicated. This is a combat with no character sheets, done all in mind, with assumed skills and average hits and abilities.
What stands out the most is how the combat is similar to 5E. Make a roll for something (like willpower or stealth rolls) occasionally. Roll to-hits. 5E's action types and interrupts are the complexity of that game, while here, those are gone and replaced by "knowing your attack options" and "remembering the movement and to-hit penalty."
Otherwise, GURPS is 90% similar to the flow of 5E. In some ways, it is more straightforward, and the complexity you learn gives you so much depth to your tactics that it is worth the effort to understand - and it isn't all that much to learn (the three all-out attack options and the movement/attack penalty).
The thing about 5E is that when you level up, the turns get slower since your character complexity scales up steeply. In GURPS, the complexity starts at slightly higher but is pretty much linear as you improve. Once you understand the system, GURPS is likely easier to run high-level fights than 5E and faster since the combats are more deadly.
Win-win.
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