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Old 06-06-2017, 11:55 AM   #23
Grayscale
 
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Join Date: Jun 2017
Default Re: Combining GURPS and Hackmaster combat system?

Quote:
Originally Posted by baakyocalder View Post
While the count system can make it so everyone is pondering small units of time in HackMaster or Aces & Eights, if there's no one attacking your character directly and the GM allows it, just take all that movement you want and jump out the count. GMs should be like a good auctioneer, speeding up and slowly down how quickly they call the count to keep the action moving. If everyone's 100 feet away and wants to close, I just find out how far they want to move and up the count. If there's a time-crucial attempt like doing a Stop Hit to destroy a potion held in a hand, then I'll move slower so the PC can time it.
Agreed. It should be speed up on the counts where nobody has/desires an action. I think I can make it work smoothly at the table.

Also, nice find on the counter!
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