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12

You're pretty much correct there. A hit to the hand is a combat ender, and there isn't a lot you can do about that. However, there are a few things that you can do to help mitigate this, to some degree. One thing to remember, though, is that GURPS combat can pretty easily become a game of rocket tag. At higher point totals, most builds have one or two ...


11

Aiming at a hand that has a weapon, held item, or otherwise makes no difference to the penalties to hit that hand. The only exception to this are shields, which incur an additional -4.(B399) The best way to avoid combat ending too abruptly is to use Parry/Block/Dodge and retreat as needed to avoid being hit all together. If needed, couple this with a ...


10

What you're running into is a problem with tactics, not the rules. If there are two characters that are near eachother, but not adjacent, then you are correct that if the faster combatant moves in close, they will be attacked first. However, they don't have to take the Move or Move and Attack action to get the first strike. Instead, take the Wait action. ...


9

GURPS is a pretty good ruleset for the kind of game you describe. It's got good rules for pretty much everything, and the pointscale that the system is built on works pretty well for a game where it's assumed that people will have guns. I'll go through each of the requirements you list, and how well GURPS deals with it. "roughly equivalent to earth ...


8

You would use both, but potentially a modified Size Modifier. While Kromm does say that they had intended for SM to apply to melee combat but basically left it out of a number of places making it confusing, the best answer to this may be from this subsequent addendum in the GURPS 4e FAQ (similar to the GULLIVER approach): 3.4.2.23 How do I apply Size ...


3

If you really want to get crazy in GURPS 4e with this, I'm going to toot my own horn a tetch: GURPS Martial Arts: Technical Grappling has you covered, mostly starting on p. 13. You can grab the foe, by stepping into Close Combat with him and attacking the weapon hand at -4, or his arm at -2 (I'll have to reread my own rules to figure out why this grab ...


3

B370 details how to attempt to take a weapon, but here are a few extra options to help fill that answer out. "Disarming" is a hard technique on MA70 which allows you to use your underlying skill (in this case, unarmed.) Many of the disarming martial arts in this book have disarming paired with Judo. "Hand Clap Parry" is a hard technique that allows you to ...


2

One other oft-overlooked source for monsters of many types is GURPS: Horror. Each type of fear has one or more monsters statted up for it, which makes this wonderfully written book by Ken Hite (though that's nearly redundant) a Bestiary by itself.


2

Pyramid #3/61: The Way of the Warrior features a dedicated critical hit and miss table for grappling attacks. That might be a decent proxy for attacks by wolves (bites are mostly grapples for animals, rather than strikes, though the wolf's trademark hamstring attack probably comes closest to a pure strike), but not ON wolves.


1

Yes, GURPS is definitely the game you want, of course if you give us more details we can help you more but GURPS has made it it's mission to be as Universal as possible and it has some very high quality books about specific genres which would help with a 19th century setting for example: a Victorian setting wild west setting Given that the academy ...


1

It does matter in a few ways: First, if the target is armed, and the attacker is not, there are some risks and penalties which can be assessed by GM's wanting the optional realistic rules, to be found in the Basic Set, and in GURPS Marital Arts. Second, some weapons may have special effects. The main types that come to mind are shields (which increase the ...


1

Following the links to Gaming Ballistic and Dungeon Fantastic will get you to a host of other GURPS blogs as well: From GB: No School Grognard One Yard Hex Ravens n Pennies - this one is by Christopher Rice, one of the most prolific authors in Pyramid Magazine. Game in the Brain Insidious GURPS Planning RPG Snob Testujin No Llama Matt Riggsby's ...


1

This is a great question, and seems to me that many non-combat activities could be more fleshed out into more detailed game-able events. Usually things are left up to the GM, who sometimes might not be up to the task and think of everything as a flat skill roll. However there are some rules for various activities, or at least some guideline difficulty ...



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