Sorry, I saw your post back when you made it, but I hadn't replied because I was busy at the time. And then I forgot to later because all the other active threads are stickied. >.>
...I was under the mistaken impression that GURPS was one of the simpler systems out there, for some reason. Frankly, that example of play is way too overcomplicated. For one thing, different damage types don't need to be recorded separately; we should just have one universal damage type. A lot of those actions seem somewhat superfluous to the game's actual tactics, though some differentiation between standard attacks, defensive attacks, and all-out attacks would be cool. Though, considering that I'm saying that, and I tend to be more complexity-loving than the average ERer, even that might be wrong.
...Also, initiative needs a random element to it. Just having a really fast character always go first is a very dangerous and exploitable thing.
This is the major reason I'm switching to grit and vigor. Because it has a huge amount of stuff in it, but the core mechanics are all really simple. Combat is:
Melee attack: d20+ attack bonus (if any) + strength bonus (if any) + situational modifiers (if any).
Ranged attack: d20+ attack bonus (if any) + Dex bonus (if any) + situational modifiers (if any).
And if you get higher than your opponent's Armor class, you deal damage. Thats it. There's also a list of combat maneuvers, but they're the exact same thing, except with a static difficulty you have to get higher than and the opponent gets a saving throw to try and avoid it. It's all super simple. but at the same time I have access to massive lists of data and stats for shit like guns, vehicles, armor, enemies, etc. I have stats for a damn speargun, tonfa, and 18-pdr artillery.
But anyways, lets rando roll a few characters together. 3 specifically. This is a combat test so I'll aim for making you as combat ready as possible. Though with random characters we might get a nerd fight.
So first thing we do is roll out base stats. six 3d6 rolls, placing the stats in the most combat oriented areas. They're standard stats, nothing to say.
Oz
Str 12
Dex 12
Con 10
Int 8 (-1)
Wis 6 (-1)
Cha 5 (-2)
Egan
Str 12
Dex 10
Con 10
Int 9
Wis 10
Cha 9
Gentle
Str 16 (+2)
Dex 12
Con 10
Int 9
Wis 9
Cha 3 (-3)
Gentle is clearly ahead in terms of STR. I've made sure to add the modifiers each stat level gives.
Next, we roll out character backgrounds. Thats d100 4 times. It basically gives you some random starting stuff. Some of these will be changed or cut in the modified system, because I really don't think we need the "Woodworking" or "Shooting billiards" skills. Probably.
72, 56, 15, 98
Oz
Str 12
Dex 12
Con 10
Int 8 (-1)
Wis 6 (-1)
Cha 5 (-2)
Felled a bully with one blow (Power Attack feat)
Interested in everything, never took a rest (Dilettante feat)
Hunted with the lads – Tally Ho! (Ride Mount knack)
Grew up on a farm (Handle Animals knack)
Egan
Str 12
Dex 10
Con 10
Int 9
Wis 10
Cha 9
Burned the midnight oil studying (Display Knowledge knack)
Received a fine home training (Etiquette knack)
Jumped over the creek on a dare (Jump knack)
Helped out in the garage (Mechanics knack)
Gentle
Str 16 (+2)
Dex 12
Con 10
Int 9
Wis 9
Cha 3 (-3)
Always had a big mouth (Taunt feat)
Worked as a prize fighter (Exploit Weakness feat)
Rowed crew in school (Endure knack)
Trained to run a marathon (+2 save vs. fatigue)
So in a combat Test, Gentle is looking increasingly good to win. Next we choose class. There are 4 major classes: Fighter, Scholar, Rogue and Daredevil, and each class has subclasses you can choose if you have the minimum stats. Fighter is pure fight oriented, Scholar is brainy and inventive, rogue is stealth and underhanded techniques, and the daredevil is a bit of everything.
Gentle is a shoe-in for a fighter. Lets look at the sub-classes available to him...He's honestly kind of crap in terms of subclasses because he has really good str but shit int, wis, and especially cha. I could make him a man-at-arms, but that would limit him to melee weapons, So I'm gonna have him be a plain fighter. Fighers have proficiency in 9 weapons of their choice (I'll let him decide) and get an extra attack each round vs creatures with fewer hit dice. Won't matter here, since you're all lvl 1, but something to thing about. His hit dice is a d10 and I rolled 8, he has +1 attack bonus, 13, 14 and 15 for fort, ref and will saves respectively.
Gentle
Str 16 (+2)
Dex 12
Con 10
Int 9
Wis 9
Cha 3 (-3)
8 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: +2 save vs fatigue
Knacks: Endure
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Taunt, Exploit weakness
Next we have Egan. Egan has the stats for a fighter, but his strength isn't as high so I'm gonna check out daredevil. He has the wisdom score needed for it, so lets look at the subclasses available...Hm...his stats are too average for any of these. Guess we're doing straight daredevil. He is proficient with 7 weapons, but this can't include military or specialist firearms. Hit dice is a d8 (8!), no attack bonus at lvl 1, saves of f13 r13 w14. Unlike fighters that have preset skills, daredevils get a choice. Looking at the list of possibilities...I think these 6 will do.
Egan
Str 12
Dex 10
Con 10
Int 9
Wis 10
Cha 9
8 HP Saves f13 r13 w14
Bonus: Temporarily increase physical ability score modifier once per day, by +1 for rounds equal to his level.
Knacks: Display knowledge, Etiquette, Jump, Mechanics
Skills: Acrobatics, Endure, Athletics, Jump, Climb sheer surfaces, Demolitions
And finally we have oz. His mental stats really hold him back from doing much in terms of subclasses, but he has alright dex and str. Lets look into both rogue and fighter. Hmm. No rogue wouldn't really work out for him. Lets look at fighter again. Nothing with an int, Wis or cha restriction... No boxer, no commando, no dragoon, no dreadnought, no duelist, gunfighter, ranger, samurai, or sapper. But man at arms..he could do that. Eh, lets just do straight figher again. Unfortunate, dragoon would have been good.
Oz
Str 12
Dex 12
Con 10
Int 8 (-1)
Wis 6 (-1)
Cha 5 (-2)
6 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: None
Knacks: Ride mount, Handle animals
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Dilettante, Power attack
Now is when you'd choose the weapons you're good with but whatever, we'll assume whatever weapon you choose to start with, you're good with it. Otherwise its a penalty to hit. Next step is a feat. Some of you already have some. I'll post their explainations here. Ignore the prerequisites for the ones you got in generation.
Taunt
Prerequisites: Charisma 13+
You can temporarily rattle an intelligent target through the use of insults and goading. To taunt a target, the hero must forgo an attack. The target resists the taunt by making a Will saving throw. If the save fails, the target immediately attacks the taunter, but suffers a -1 penalty to attack and to their AC for the remainder of the combat, as they attack recklessly.
Power Attack
Prerequisites: Strength 13+
You can accept a penalty of 1 to 3 to your melee attack rolls and gain an equivalent bonus to melee damage rolls.
Dilettante
Prerequisites: Intelligence 13+
Choose one ability score. You enjoy a +1 bonus to all task checks related to that ability score.
Exploit Weakness
Prerequisites: Intelligence 13+
After one round of combat, you can designate one opponent whose weaknesses you will try to exploit. Against this opponent, you can substitute your Intelligence bonus for your Strength or Dexterity bonus on attack rolls.
After looking through the available feats, I'm giving Gentle
Pugilist
Prerequisites: Attack bonus +1 or higher
With an unarmed strike, the character deals 1d3 points of damage instead of 1d2 points of damage.
Egan
Toughness
You gain +3 hit points.
And Oz
Quick Draw
Prerequisites: Attack bonus of +1 or higher
You gain a +1 bonus to initiative when drawing and shooting a ranged weapon or firearm.
So end sheets look likeGentle
Str 16 (+2)
Dex 12
Con 10
Int 9
Wis 9
Cha 3 (-3)
8 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: +2 save vs fatigue
Knacks: Endure
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Taunt, Exploit weakness, Pugilist
Egan
Str 12
Dex 10
Con 10
Int 9
Wis 10
Cha 9
11 HP Saves f13 r13 w14
Bonus: Temporarily increase physical ability score modifier once per day, by +1 for rounds equal to his level.
Knacks: Display knowledge, Etiquette, Jump, Mechanics
Skills: Acrobatics, Endure, Athletics, Jump, Climb sheer surfaces, Demolitions
Feats: Toughness
Oz
Str 12
Dex 12
Con 10
Int 8 (-1)
Wis 6 (-1)
Cha 5 (-2)
6 HP, Saves F13 R14 W15
Attack bonus +1
Bonuses: None
Knacks: Ride mount, Handle animals
Skills: Bend Bars, Break Down Doors, Endure, Jump and Lift Gates.
Feats: Dilettante, Power attack, Quick draw
This is the point where I tell you to choose a weapon or maybe even a few weapons so we can murder.