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Old 06-22-2012, 11:59 AM   #6
vierasmarius
 
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Join Date: Nov 2009
Location: Oregon
Default Re: Pyramid #3/44: Alternate GURPS II

Quote:
Originally Posted by DouglasCole View Post
Thanks! Happy (and eager) to answer any questions on these; I think there's a lot of fun under that hood for both realistic and cinematic games, but I've no doubt that some tweakage might be required. I had a good group of people giving me ideas and even some real fight-testing, but I'm VERY interested in how things work out for other gamers.
Okay, a couple quick questions while you're here. First is Speed loss during combat, and whether that would impact turn sequence. My gut instinct is "no", that if a fighter loses enough FP to drop in Speed he retains the same spot in the turn sequence that he started with. Is that right? Or would he delay his turn as his Speed drops below that of other combatants?

Also, for recovering FP, the implication is that a character basically has three "pools" of FP, representing mild, severe, and deep fatigue loss. He starts by losing from the mild pool, then dips into the severe pool, and finally dives into the deep end. When recovering, he starts by refreshing the mild pool (taking 10 hours to completely recover it) before moving on to the severe and deep. If a 10 FP character loses, say, 8 FP (losing the first 5 from the "mild" pool and the next 3 from the "severe") then rests for 6 hours (regaining 3 points of mild fatigue) he's now effectively at 5 FP, but his mild pool is down by 2 and his severe is down by 3. If he loses more FP now the first 3 will be mild, then the next 2 will be severe, and further loss will be deep. Do I have this right? I think it makes sense, but trying to explain it may have confused me more... =P

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On an unrelated note, just read through the Tactical Mass Combat rules. I do like them, though I kinda wish there was some attrition involved rather than simply "Unit Eliminated". Maybe something like "Unit Weakened" and at 50% TS. The Close Combat rules feels particularly binary, with the possible results being "No Effect", "Attacker / Defender Retreats" or "Attacker / Defender Eliminated". I'd love there to be a "Stalemate" option there, where neither side makes particular progress but both take casualties. Anyways, it's a great framework to start from, and something I've been wanting for a long time.

Last edited by vierasmarius; 06-22-2012 at 12:04 PM.
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