Here's a minor, yet-untested melee idea that came up during chatter over some GURPS combat scenarios:
Closing a distance gap to attack gives the defender more time to react than starting out close enough to strike. Game that with this simple rule:
- If the attacker needs to Step or Move to get within striking Reach, the defender gains +2 on Active Defense.
- If the attacker begins his turn within striking Reach (even if he chooses to Step or Move anyway), there is no mod to Active Defense.
- If the attacker begins his turn and strikes in close combat, the defender takes -2 on Active Defense.
The first case represents having to first move to get within striking distance, handing the defender extra time (as well as an extra, clearly visible indicator that the attack is coming).
The second case above is the default combat norm: You're already within range to strike, and you do so. Nothing special going on.
The third case helps model the "roaring and punching" aspect of close-combat free-for-all. Attacks come from so close, and thus come so fast, that it's hard to defend against them (or even see them coming in the first place).
All extremely simple to play out when using a hex map. How will it change combat? I expect the following: Read more...