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Re: (TFT) Experience for skills



43 steps? You mean, that there are so many rules scattered everywhere?

I make it easy to play by memorizing the rules and translating it for players who don't know them. Since I am a pretty analytical/mathematical wargamer/programmer type person and I've played them for many years, on top of having played TFT and complex wargames for many years, it's not hard for me and I can do most of it in my head quickly without talking about anything. Most of the possible details don't apply to most situations, so it's not like I need to run down a long list of considerations every turn. I just think about what is happening, and know what rules apply, and there aren't that many of them for any particular situation. It ends up being not much more work than running TFT for me, and I like it much more since it is more detailed and there are so many more options, and the combat details tend to be more vivid and wild.

Reading this email list and playing in Rick's TFT game though have shown me that it's not for everyone and that even long-time veteran players may prefer TFT. Certainly GURPS does have many details that can end up being irrelevant wastes of most of the time, if you let them. But an experienced GM doesn't need to waste time with them.

The exception would be creating detailed characters with all of their skills and so on. That does take longer than in TFT, because there are many more choices and most of them have levels as well as have/don't-have. Hmm, exactly how good _is_ this character with a knife? Has he practiced throwing a knife? With an axe? Axe throwing? With running? With swimming? Horsemanship? First aid? etc. Though having done a lot of that means I can improvise probable/balanced values for characters I'm inventing on the spot as a GM, too.

PvK

--- joel.siragher@gmail.com wrote:

...

Im an open minded person.  Can you think of a way to get rid of the 43
steps of combat in gurps?
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