Quote:
Originally Posted by ericthered
I disagree. A telegraphic aim should be obvious and only work for hitting a single location. Making the target dodge on the turn of the aim also somewhat broken as a technique for making the other guy waste AP.
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Well you don't HAVE to dodge it, but I understand the concern with aiming being a 0 AP maneuver. There probably should be some small cost to it (ie it would be exhausting to constantly hold your gun up pointing it at someone, following them as they move around). The cost relative to recovery events is basically not getting to make a HT roll.
That's part of why I'd just like a baseline recovery, and then things other than Doing Nothing just all having costs, whereas Do Nothing gets 100% of that recovery.
Like maybe if you had a HT+4 baseline, instead of being -4 to your HT roll on doing an Evaluate/Wait you would just pay 0.4 AP, while for other stuff instead of making no HT roll, you'd just pay 0.8 AP.
Quote:
Originally Posted by ericthered
The problem is that gurps rounds move 1 up to step 1 (and move 11 up to step 2). Staying out of range as long as we're calmly walking towards each other is just fine, and feels realistic even.
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Ah, but we're not walking toward each other: you're walking forward toward me, I'm walking backward away from you.
Forward movement I think is more biomechanically efficient, and the fastest calm walk forward someone could do would be faster than the fastest calm walk backward, I think.
Something like 2 MP worth of step (two forward, or one sideways/back) would cover that. Otherwise there's no value in actually turning around to move away from someone until you switch from step to Movement Points.
Quote:
Originally Posted by ericthered
The break in realism is that green with the injured leg shouldn't be able to back up calmly as fast as red (even if we say something like each step cycle looses a foot of the yard).
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An added break, yeah. I could see an injured leg bringing someone's forward movement down to the level of an uninjured person's backward movement. Here there are 2 situations that should slow Green down, or at least make keeping pace with your calm walk more exhausting.
Quote:
Originally Posted by ericthered
A secondary issue is that closing the distance more rapidly costs WAY TOO MUCH ap. Did we ever decide if we were using the 2 AP for full move rules?
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Yes, I applied it
May 23rd
If we were using ⅒ AP increments, I guess that would work out to 0.2 per 10% of your AP.
If I was doing away with the free step, would even consider reducing that to 0.1 to 10%, so that going full move only cost 1 AP. That or have a mitigation system like MoS*⅒ for running/combat/sports being subtracted.
Quote:
Originally Posted by ericthered
I personally favor steps being 20% of move, rounded properly. Yes, that's complete and utter house rule, but I think it handles the lower cases better.
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It fits the 1 yard step for 5 yard move that average humans have, and still makes the 50% Move for AOA/AOD better. I guess that includes Aim now as well, On Target increased Aim from Step to 50% move.
Actually, I should stop using AOA to represent All-Out Attack if I'm incorporating Cole's All-Out-Aim. AOAim/AOAttack should be the new precedent I guess.
Quote:
Originally Posted by ericthered
If we're looking for rules on footwork, bad footing rules aren't a bad place to start.
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Yeah, I understand going full-speed should be the hardest to keep footing, but there always being some risk while moving about makes sense.
Quote:
Originally Posted by ericthered
I'd like to know if we are using the lower AP costs for movement.
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Yep, go ahead and win with your godly guerilla abilities =/
I guess I'm going to have to start using Waits now