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Old 04-15-2020, 04:03 PM   #51
kirbwarrior's Avatar
Join Date: Jun 2010
Location: Dreamland
Default Re: Fixing round length in GURPS

Originally Posted by joppeknol View Post
A suggestion: Instead of punishing a player who take too much action, reward a player who does a do nothing roll.

What can a do-nothing action do?

- Give time to ask questions.
- Give bonus on defense (+1, so no AOA)
- Give bonus on next attack (+1, so no evaluate)
- give the option to make an information roll about something (Is the enemy hurt, what is his weakness, etc).
- Can move around.

The idea is that PC automatically will take do-nothings because they're useful. Maybe do-nothing is not a good name.
The information roll to know about something is I believe a Concentrate maneuver against the relevant skill (or Per to just get a good feel of the battlefield). 'Can move at full move' is a Move maneuver (or Move and Attack). The others seem like other maneuvers already available.

I don't mind Do Nothing being a maneuver, especially in the context of it being 'forced' from stun or to avoid getting knocked out from low HP. I dislike the idea of using it as punishment.
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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