Use this optional rule: "For every 2 points of margin of success a character has in her attack, the target's defense is lowered by 1".This will rule out most potent source of DR – heavy armor. Play in a hot setting, with low wealth, stealth-related missions etc.
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I would advise against making attacks more deadly, so let's take a look at other options.Īt T元, both active and passive defenses are attainable and effective, but this might be tuned in several ways, for example: Also, there is a lot of options, as usual.
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T元 combat usually takes time because attacks are relatively easy to defend against, and attacks are often not particularly deadly. Some will run away with a just a broken sword arm – and in a two person fight, that will likely cause the other person to run away as well. Rarely will an intelligent person fight to the death. For example, trying to slam a target with a lot more HP than you wouldn't be a good tactic.įinally, remember the NPCs' morale. The biggest issue the player will find when using these options isn't their complexity, but figuring out when they can be effectively used. Any damage over HP/2 will force the target to roll vs Health for stunning and knockdown (page 420). For example 4 damage means the person is -4 to all rolls until the next round (page 419).
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More critically it forces them to make a DX, Acrobatics, or Judo roll or fall down.ĭon't forget to apply the shock roll once anybody takes damage. Basically, for every multiple of ST-2 on damage before armor is subtracted, the opponent is knocked back a hex. Grappling can be used to immobilize an opponent for a friend. Slams can be used to knock the opponent down to a prone position with all his weapons unready (page 371) and at a -3 to defense. While it extends combat in-game time, it takes little time to resolve in table time: the player just declares he is evaluating.įinally, historical melee combat is as much a physical contest as it is about weapon play. The player can choose to beat down their opponents' shields by striking at their weapons and especially the shield (pages 484, 485).Ī skilled player can chose to Feint, basically a contest of weapon skill, and if the player wins the contest the difference is applied as a negative to the opponent's defenses (page 365).Ī limb strike to the arm or leg can be effective as there is often little armor in those locations (page 398).Ī step and evaluate can be used to gain up to +3 to hit (page 364). A side attack get -2 to defense and a rear attack permits no defense roll.
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They could position themselves so one can limit the target's defense (page 390). In the two-on-two fight this means that one player can force a step back by an enemy then the second player can strike, forcing their opponent to use their base defense. In reality people have options to get around the defenses of a skilled opponent and for some added complexity GURPS can emulates these options.įirst off the players should not pair off with their opponents but should at least double team opponents. I been playing GURPS since 1987 and the basic combat of attack, defend, damage can indeed bog down for even moderately skilled players.