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Running Fox

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The reason I make assumptions based on your general knowledge of rules-systems is that it seems to me a lot of the criticism leveled against AoD's combat system could have been avoided with a very basic system-asset, namely building what you call THC on an average spread/bell curve formula instead of the arbitrary* percentile formula you use in AoD.
+
Featsl

Oh yeah, dumb down thc for a more welcoming atmosphere to lousy combat characters...
Its either that or you introduce mechanics to linearize the thc bell to func(encounter-difficulty) which in turn yields you something very similar to AoD with a step between.
Even if THC in AoD is linear, SP distribution is not. Its close enough to ln(x) or square root. Pick your fav. Still diminishing returns.
Even if Dex or Per is a flat multiplier (thats c and c for you), you are still rolling against something.
If its 50% thc in AoD vs unarmored, unskilled or 50% thc in 3d6 vs unarmored, unskilled or whatever, you still looking at encounter design, not system questions.
Your feats examples are in AoD too, albeit watered down. Aimed, Power, Throwing items.
If someone perceives the system as not fluffy enough, its his mental issue not the systems. It gives you you predictable outcome based on your character's skills, with an AI that is not crippled beyond redemption by the system. Good enough.
 

Grunker

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You heard it here first, GURPS is dumbed down for a welcoming combat experience!

Your feats examples are in AoD too, albeit watered down

So did you actually read my post or just skip through and look at the pictures?:


You already have maneuvers and you already have the "get better at using them on higher skill levels" it's just that these are disjoined from passive defenses and the rest of the combat system.

The reason it fails are a) it leaves too much to chance - you should fail when YOU DO BAD, not when the RNG screws you over and gives you three bad rolls in a row and b) there is too little interaction between AI and player. The system should be about out-maneuvering each other, not whose passive defense-skill is highest. The latter should be a relevant factor ON PAR with the actual maneuvers.

Also; feats/combat traits and maneuvers are not the same thing. The first is an asset tied to character customization the second is a basic component of the combat system.
 

Running Fox

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There were pictures? Daymn.
You said "bell fix all yo". Do you want a direct quote? Its right there, you just have to look hard.
I said, "bell will become aod if implemented"
You said "wat". And ninja'ed some feat fluff.
Point is, success in combat in AoD is a working func(skillpoints). What you want is more options that the AI cant deal with.
 

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