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Violent Resolution – Never Tell Me the Odds Part 2

In the previous post, I noted that roleplaying combat can vary from storytelling to a pure tactical exercise, but that in all cases it is important that both the player and the GM have a reasonable idea of how skillful their character actually is. In short, and to invert the title of the post: you…

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Violent Resolution – Never Tell Me the Odds 1

Roleplaying combat can be about telling stories through the medium of action and physicality. It can be a pure tactical exercise, driven by achieving the best outcome (say, “crushing your enemies, seeing them driven before you, and hearing the lamentations of their women”) at the least cost. It can also just be fun fantasy wish-fulfillment,…

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Advantaged Rolls in GURPS

Over at Bat in the Attic, +Rob Conley thought about using the D&D5 Advantaged/Disadvantaged mechanic in GURPS, or for 3d6 rolls. Basically, roll extra d6s, and pick the lowest three. I’ve written about the D&D mechanic before. More than once. This has the beneficial aspects you’d find in D&D, in that it keeps the die roll in…