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Old 11-14-2012, 05:23 AM   #50
vicky_molokh
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Default Re: (Unofficial) FAQ of the GURPS Fora

Q: How do Very Fit and Extra Effort In Combat interact?

A:
Quote:
Originally Posted by Kromm View Post
You always round FP costs (and most other things that are bad for the characters) up in GURPS. Half of 1 is still 1. You need at least 2 FP for a single action before Very Fit does a thing. The main job of Very Fit is to halve multi-point FP costs for things like exertion in armor.
Extra Effort In Combat use assumes FP expenditure in single-FP bursts. GURPS does not support half-FPs. Even though further supplements may add cases where combat Extra Effort can spend more than one FP at a time, the original intent was only to affect FP expenditures from effort over a period of time.

Also of interest whenever 'what does FP affect' comes up:
Quote:
Originally Posted by Kromm View Post
FWIW, I give pretty much all career combat soldiers Fit in my games (and I give most special operators Very Fit and Combat Reflexes). This reflects the effects of marching around all the time with heavy loads, not sleeping much, and so on. If you don't wash out – which is antithetical to "career" – then you're Fit. I give most amateur athletes Fit, too, and anybody better than amateur Very Fit. This treatment makes these types of characters tougher survivors without automatically making them all sexy singers with excellent drinking skills.
Quote:
Originally Posted by Kromm View Post
A trained jock with Fit and Breath Control (which in 4e is the totally realistic skill of pacing yourself) can get back 1 FP per minute (1 per 2 minutes with Breath Control, doubled for Fit).
Quote:
Originally Posted by Kromm View Post
The fact that GURPS always rounds injury, fatigue, and point costs up for the PCs is entirely consistent. "Inconsistent" here would be rounding down for any reason. One could argue that there are bizarre "quantum effects" owing to the fact that N 1-FP expenditures always round up to N FP, while for N > 1, a single N-FP expenditure would become N/2 and always save at least 1 FP . . . but so it goes. Such quantum effects are part and parcel of GURPS having a resolution level or granularity, like any other game. In this case, the effects were also intended. Very Fit is the advantage of suffering less from large, realistic FP burns and not the advantage of needing fewer FP for unrealistic effects (cinematic martial-arts skills, magic, psi, etc.) -- and extra effort in combat is heroic silliness, not realism. Its FP cost was set at 1 FP with the full knowledge that no effects that halve FP costs would work on it. Realistic FP costs for a fight are the ones assessed at the end.

In fact, the decision to make virtually all special skills that cost FP and all extra effort cost 1 FP per use was made with the full knowledge that round-ups would negate Very Fit. :)
Quote:
Originally Posted by Kromm View Post
"All HT rolls" means what it says. HT is used for four things:
  • HT rolls
  • secondary characteristics (FP and Basic Speed)
  • HT-based skills
  • HT-based calculations (notably effect durations)
Fit affects the first of those things. I'm not sure why bleeding rolls would be excluded . . . they're unambiguously part of "all HT rolls" and none of the other three things.

Q: Does Unfit (and Very Unfit) apply to Extra Effort in combat? What does it apply to? How is it applied?
A:
Quote:
Originally Posted by PK View Post
Quote:
Originally Posted by Edges View Post
The Unfit disadvantage says that you lose FP at twice the normal rate. What does this apply to?
Any FP lost to natural conditions, such as exertion, environmental effects, and otherwise pushing your body too hard. It doesn't affect FP spent on spells or similar powered abilities, nor does it increase the FP loss when you're hit with a Fatigue Attack.

Quote:
Does it apply to Extra Effort?
Yep.

Quote:
Does it matter if the Extra Effort is in or out of combat?
Sort of. Combat-related Extra Effort involves quantum expenditures of 1 FP over a period of time that is effectively instantaneous. And some non-combat uses do work the same way. But if an out-of-combat use instead covers a measurable span of time (e.g., Extra Effort that costs 1 FP per minute), Unfit instead doubles the rate by halving the time (that is, that theoretical example would become 1 FP per 30 seconds, not 2 FP per minute).

Quote:
It says it applies to FP lost due to heat. Does this imply that it also applies to FP lost to other hazards like sleep debt, hunger, and thirst? Does it apply to the FP lost at the end of combat?
Yes, those are all examples of pushing your body too hard. An Unfit character is terrible at doing such things.
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Last edited by vicky_molokh; 03-02-2017 at 03:04 AM.
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