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Old 04-15-2020, 12:46 AM   #38
kirbwarrior
 
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Join Date: Jun 2010
Location: Dreamland
Default Re: Fixing round length in GURPS

Quote:
Originally Posted by Tomsdad View Post
I think maximara's point was that "Do Nothing" suggests in some people's mind literately doing nothing. But in GURPS you can still defend (and thus retreat, sidestep and slip), you can step IIRC. I'd certainly allow reasonable perception rolls.
That makes sense, but what I was responding to was someone saying "If your players aren't fast enough, they Do Nothing on their turn" which is incredibly punishing to players not equipped to think quickly on their feet while also remembering everything their character is capable of. My suggestion was 'have a fall back plan'. Even if the rule was 'If you aren't fast enough, you AoD (Dodge*)', that would be far superior and even make sense in more realistic fights (people unprepared to fight well tend to over-rely on surviving vs winning).

*Dodge is picked because unless you are built to use another defense very well the bonus to a defense that won't go down with repeated use and always gets +3 when retreating makes you harder to get hit than the other three options. AoD (Double) is usually better with high skill dual-wielders/shieldbearers with WM.
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Quote:
Originally Posted by cosmicfish View Post
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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