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Old 04-14-2020, 08:51 PM   #35
maximara
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Join Date: Aug 2004
Location: Sumter, SC
Default Re: Fixing round length in GURPS

Quote:
Originally Posted by kirbwarrior View Post
Do Nothing seems far too punishing, especially on players that don't have the ability to process and think quickly. For that kind of situation there's usually a 'default' assumption the character will do; A fencer with no good openings defaults to All Out Defend (Extra), the archer might default to Vitals Shot to the closest enemy to give them some room to breathe, and in a recent game the party wizard would use Soul Blast which was a powerful corrosion IA with Emanation and Selective Area to just blow everything apart other than allies if no other options presented themselves.
Actually, unless a stun is involved, Do Nothing is not as punishing as you think. You can still take any Active Defense if someone attacks you.

To be physically stunned two things generally need to happen:
1. A “major wound” of a single injury of greater than 1/2 your HP occurs.
2. You fail your HT roll when 1 occurs.

For a mental stun either Total or Partial Surprise needs to occurs.
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Last edited by maximara; 04-14-2020 at 08:55 PM.
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