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Re: (TFT) GURPS combat complexity etc.

I believe that a majority of those who perceive the GURPS combat
system as being too complex don't realize that much of that complexity
is optional.

Running combat in GURPS is nearly as fast as running it in TFT. Most
of the time is taken with map movement in both systems. Or you can
skip the tactical movement and speed things up more.
Brett Slocum <brett.slocum@gmail.com>

On Fri, Jun 1, 2012 at 7:09 AM, Joel BoardgameRpger
<joel.siragher@gmail.com> wrote:
> 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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