[gurps] Critical Hits Allow No Chance to Defend?
Erik Holmes
shoby187 at yahoo.com
Sun Sep 17 12:48:14 CDT 2006
> Is this correct?
>
> I was under the {possibly erroneous} impression that a critical success on
> any defence counters the critical hit.
This is correct as written. Personally, I don't use that rule (it can really
be deadly in a higher point game).
If you're looking for an alternate way of doing things I use the following
two rules:
#1: For every 2 points that a character makes his attack roll by his
opponent is at -1 to defend. (This is an optional rule somewhere in one of
the compendiums).
#2: Critical Hits do not automatically succeed, but when using Rule #1 most
of the time they will.
I also use the optional rule in the Martial Arts book that allows characters
to get more critical hits for higher skills (7 at 21, 8 at 25, 9 at 30 and
10 at 35 if I remember correctly).
This has always worked pretty well in my games. It speeds up combat; helps
prevent characters from dying from a random roll and makes those character
with very high skills very deadly.
"I didn't spend all those years playing D&D and not learn a little something
about courage."
-Some Dork, The X-Files
Erik Holmes
Shoby187 at yahoo.com
AIM: ErikHolmes & Erickh0510
ICQ: 2593395
MSN: Shoby187 at hotmail.com
Y!: Shoby187 at yahoo.com
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