Continuing the discussion from Possible PBBB laptop RPG game:
Okay; this is the thread for the GURPS Combat Arena.
We’ve got a selection of relatively balanced fighters with an assortment of weaponry, thrown into an arena with whoever else happens to be fighting. Fights are resolved via GURPS rules, using @Discbot for dice rolls.
The arena looks like this:
The fights are resolved via the rules in GURPS Basic and GURPS Martial Arts. If you don’t have access to those books, PM me.
Pretty much any move you can think of is covered in the rules; if you’re not sure if something is possible, just tell me what you want to do and I’ll tell you how you’d need to do it in the rules.
But for a basic idea, the way it works is that fighters take their turns in order of their Basic Speed. On your turn, you get to choose one of the maneuvers listed below:
(that’s the short list; there are also in-between options such as Committed Attack  or Defensive Attack . Ask if unsure, it’s simpler than it looks)
Moving: if moving is all that you’re doing, you can move up to your Move statistic. Movement into any of the front three hexes costs 1MP, movement into any of the back/side three hexes costs 2MP. You automatically change facing to match your direction of movement when moving forwards; at the end of movement, you can change one more facing (if you’ve used over half move; unlimited facing change if not).
Many of the maneuvers shown above list move as “step”. This means one hex of movement in any direction, and is the typical amount of movement for a cautious fighter.
Fighting: basically, you have to roll equal or below skill on 3d6 to hit. However, this skill roll can be modified by trying to hit a small target, trying to make two hits in one turn, trying to hit while lying on your back, etc.
If you do hit, you don’t necessarily get through; the defender gets an attempt to parry, block or dodge. Again, they’ll be trying to roll equal or below their defence. Defences can also suffer penalties for posture and so on, and can also be lowered by feints and deceptive attacks .
While defending, you have the option to retreat; this is another 1-hex movement, like a step. If you retreat away from the attack, you’ll get bonuses to your defence rolls. However, you can also move towards the attack while defending (a “slip”), at the cost of a penalty to your defence.
If the defence fails, then we roll damage; cutting and impaling weapons have damage bonuses if they hit in the obvious places. Any injury will cause a short-term skill penalty due to shock; getting knocked below 0HP will result in rapid (but not instant) unconsciousness.
Choices of gladiators:
 Committed Attack: • Determined: Make a single attack at +2 to hit. OR • Strong: Make a single attack at normal skill and +1 to damage. Movement: Step or two steps. A second step gives -2 to hit, making the total modifier +0 for Committed Attack (Determined) or -2 for Committed Attack (Strong). Movement can come before or after the attack. An attacker who takes two steps can step, attack, and step again – a tactic known as “attack and fly out.” Active Defense: The attacker cannot parry with the hand(s) he used to attack, block if he attacked with his shield or cloak, or dodge if he kicked. He can use any other defense, but at -2. He cannot retreat.
 Defensive Attack: This represents a cautious “probing” attack made from a full guard position, such as a jab with a thrusting weapon (including a fist or foot) or a quick, light tap with a swung one. The fighter must use a ready melee attack. He gets -2 damage or -1 damage per die, whichever is worse, but enjoys improved active defenses. If he attempts to grab or grapple, his target gets +1 to defend. Movement: Step. Movement can come before or after the attack. Active Defense: Any. Before the attacker rolls, he must select a defensive benefit. If he attacks with a balanced weapon (including a hand or a shield), he may choose either +1 to Parry with one of his weapons or +1 to Block. He can assign the bonus to the weapon he’s striking with. If he attacks with an unbalanced weapon (one with “U” in its Parry statistic), he may claim +1 to Parry or Block with a different weapon, or opt to parry with the same weapon, at no bonus, despite using it to attack. If he kicks, he gets no Block or Parry bonus but +2 on rolls to avoid a Leg Grapple (p. 76) and on DX rolls to avoid falling.
 A “Deceptive Attack” represents an extra-sneaky or fast attack. For every -2 on your attack roll (-4 maximum) you inflict a -1 penalty on the defence roll. Similarly, you can make a “Telegraphic Attack” where you get a +2 attack bonus (maximum +4) in exchange for giving your opponent a bonus on their defence rolls (again. halved, so +4 on the attack gives +2 to the defence).