Faster Combat

GURPS combat can get bogged down if one it not careful. It isn't D&D4 combat, but it can still take a while with highly skilled characters.
==Use the Basic Combat system==
With highly skilled characters the advanced combat system can really bog things down.
==Extended Critical Table==
This Classic option from GURPS Compendium II p 73 is a far more generous then what exists in 4e.
==Very Basic Melee Combat==
Roleplayer #23 (May 1991) provides a way to really speed up combat.
===Attack, Defense, and Damage are one roll===
Each fighter rolls versus Weapon (or other Combat) skill, and the result is treated as a Contest of Skills. If both fighters miss their rolls, they both missed their attacks. If one makes the roll, and the other misses, the one who missed is hit. If both make the rolls, the one who makes it by the least is hit, while the other is not – ties result in no damage. The amount of basic damage is equal to difference up to maximum damage for that weapon modified by DR and damage type.
===Multiple Combatants===
This works if the NPCs are effectively interchangeable. "The GM simply rolls once for all NPCs, and announces how well the roll was made. This is the result for each of the PC’s opponents"
=== Critical Hits and Misses ===
"For simplicity, treat a critical miss as a dropped weapon. Treat a critical hit as maximum damage."
Category:Combat Rules