This is part 3 of 3 in a series of articles comparing (part 1, part 2) GURPS' melee mechanics to a few other generic systems, the one popular system, and one slightly obscure system that doesn't put battling at the forefront. This has been a lot more content than I expected it to be, but OH WELL, IT'S ALMOST DONE, and now the end is in sight, let's sally forth and take a detailed look at the workflows of only the most elementary melee attack mechanics!
I make some GURPS content from time to time, and it takes me a long time to make it. So, since it takes me a long time to do that, I thought I'd start a blog so that my GURPS stuff would exist for all eternity. I plan on posting assets, conversations about complicated rules, session recaps, etc. I dunno if this will be useful to anyone, or only useful to myself, but here we go.
Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts
Thursday, January 21, 2016
Wednesday, January 20, 2016
Comparison: Calculating Melee Defensive Capabilities in different RPGs
This is a continuation on the theme of a previous post. The theme of this post will be calculating defensive capabilities. Specifically, in terms of the pre-battle calculations that generally do not need to be run at once. As before, the systems in question are GURPS (of course), D&D, Fate, Savage Worlds, and Ryuutama.
Labels:
Comparison,
D&D,
Fate,
GURPS,
Ryuutama,
Savage Worlds
Tuesday, January 19, 2016
Comparison: Calculating Melee Attacking Proficiency in different RPGs
Because I've recently been looking at other systems for inspiration to understand more clearly what GURPS does well and what it does not do well, I've decided to catalog a few side by side examples of combat from a few other popular systems. This post is trying to be objective as possible, with the caveat that I really like GURPS, so it is nigh impossible to be objective. The systems I have decided to compare, besides GURPS
- D&D 5E - Dungeons and Dragons is the anchor point for most people; that is, I feel like a lot of people will describe a system by saying how it does x better and y worse than D&D, so this is natural.
- Fate - An alternative generic role playing system that gives a great amount of narrative control to the players. Mechanics exist in favor of telling a good story and playing compelling characters.
- Savage Worlds - Another generic system, somewhat of an "in-between" for GURPS and Fate.
- Ryuutama - Just for giggles, a system that I've been learning that focuses on telling slice-of-life style fantasy stories rather than sword and sorcery battling and dungeon delving, but has a simple combat system nonetheless.
I hope this post is a (mostly) impartial, informative, and enlightening look at the complexities of various battle mechanics from several popular systems (and Ryuutama)
Labels:
Comparison,
D&D,
Fate,
GURPS,
Meta,
Ryuutama,
Savage Worlds
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