The combat section writing in Dungeon Fantasy is so cleaned up, with clear options listed under every action type for how far you move, what attacks you have, and what defenses you can use, that I am starting to see Dungeon Fantasy as the GURPS 4.25 rules, at least in the area of combat.
The movement for All Out Attacks is crystal clear, and the rules have been improved and clarified over the GURPS Basic Set.
GURPS Basic, All Out Attack, Movement:
Movement: You may move up to half your Move, but you can only move forward.
Dungeon Fantasy, All Out Attack, Movement:
Movement: You may remain stationary, turn in place to face any hex, or run forward. If you turn or move forward, you must do so first and then attack – not vice versa. If you move forward, you may move up to two hexes or expend movement points (p. 33) equal to half your Move (round up), whichever is more, and may not change facing at the end of your move.
After reading through these rules and watching a few YouTube videos, I understand all of them now. The above section looks like a patch from some heavy playtesting, where a dungeon-focused game raised some hard rules and questions about how things should work. Some of these may also be pulled from rules clarifications in expansion books.
However, some rule options, like the ranged combat options under all-out attack, were not included to simplify things. So this isn't a 4.5, but more of a 4.25, where you still need the basic set to have all the attack options. I want to see a GURPS 4.5 with this clean-up and update, but I am wary of changing a great set of rules and losing what made it special.
In 5E, complexity is built into the characters, whereas as you level, you collect all sorts of bonus actions and other interrupt-based powers and abilities. GURPS sticks the complexity in the rules, which have the same complexity as your skills increase. More options open up to you as your skill increases since your success chances go up to make some moves viable combat options.
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