View Single Post
Old 05-13-2011, 06:49 PM   #2
KingJohn
 
Join Date: May 2011
Default Re: Altering the Initiative Order

Hi,

I'm playing the Knight in question. Not a GURPS fan in general, but I'm trying, for this game.

That being said: It's apparently "0 points" to drop Basic Speed by 2 and up Move and Dodge to the same degree to compensate. Which, given the way encounters have gone in this game, I very well might do, simply because moving AFTER the Wizard/Cleric Amalgam is a serious advantage.

The Wizard turns people around and stuns them and all that stuff.
The Cleric, even if she doesn't do ANYTHING magical, attacks them, and makes them use up a Defense roll on her. As it is, she hits a lot because I (and the Swashbuckler and the Scout) make people defend themselves HARD, and they're down to Dodge At Best by the time she comes around. If NOTHING ELSE, she could force a guy to use a Defense against an attack, and thus let me through against the lower Defenses with my much-more-damaging Attacks.
KingJohn is offline   Reply With Quote