Dungeon Fantastic: GURPS 101: Avoiding Combat Analysis-Paralysis in G…

Dungeon Fantastic: GURPS 101: Avoiding Combat Analysis-Paralysis in G…: (Go read the rest on Peter’s blog! He’s got helpful links too).

As Douglas Cole pointed out with our fighters in Swords & Wizardry,
there aren’t a lot of options to choose from. As a result, we don’t
spend a lot of time trying to figure out what to do. Hit, not hit . . .
what to hit what, who to hit. Not all that much turn to turn to decide
about.

In GURPS, though, combat options are what it’s all about. There are many things you can do, if only because combat is less abstracted and there are rules covering such a broad variety of options. You can try anything, and it sometimes feels like you should therefore try everything.
Worrying about what option is right for right now can lead to that
dreaded condition, analysis-paralysis. You can get so overwhelmed by
choosing between things you can do that you don’t just do stuff and get on with the fun….

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