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Old 01-02-2018, 04:16 PM   #12
Rasputin
 
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
Default Re: Managing combat rounds...

Quote:
Originally Posted by FF_Ninja View Post
One of the biggest issues I've had with GURPS thus far is the 1-second combat round. In and of itself, it's not too problematic, but the clerical strain becomes pretty significant when you have multiple combatants pursuing multiple actions which require more than a round to complete.
What are you running? I’ve never had this state of affairs. The only issue that happens to my games is that players don’t like things like move one second, attack the next.
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