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Re: (TFT) GURPS combat complexity etc.
- To: tft@brainiac.com
- Subject: Re: (TFT) GURPS combat complexity etc.
- From: Joel BoardgameRpger <joel.siragher@gmail.com>
- Date: Fri, 1 Jun 2012 08:09:51 -0400
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i didnt take it for condesc at all. thanks for enlightening.
what book is give ground in?
On Thu, May 31, 2012 at 7:28 PM, PvK <pvk@oz.net> wrote:
> Thanks Joel.
>
> I hope I can say this without condescending, which I really don't mean it
> to be, but as I've said before, it seems clear to me that many of the
> players who have tried GURPS and prefer TFT, got turned off by the
> complexity in GURPS, and before they had mastered it, they saw things that
> didn't seem to make sense, which your description matches a lot.
>
> For example, you seem to have concluded that active defenses are nearly
> useless in GURPS, but once you master the rules, they are very useful. Yes
> a parry may be half skill, but there are modifiers such as the shield size
> and usually on your first defense you take an option such as give ground
> (retreat) which gives you a bonus, so the skill 12 sword & shield guy often
> has a parry of more like 12 total, which is quite likely and so makes it
> very useful to do things to counter it.
>
> But ya, there is a lot of complexity to learn. Once learned though it can
> make a lot of sense. But it's clearly not to everyone's taste.
>
> PvK
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