04-06-2006, 11:56 AM | #11 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [4E] "Your turn?"
GURPS is set up so that wizards casting one-second, non-Missile spells are no worse off than warriors swinging swords at close range. It takes a second and an Attack to strike with a sword. It takes a second and a Concentrate to fire off a one-second Regular or Area spell. A warrior who dislikes this reality has many options and, probably, most of the advantages. Notably:
The key thing to remember is that, unlike in That Other Game, it's wizards who want their enemies up close and warriors who have the means to rain down death from afar. Yes, warriors are most deadly at melee range . . . but wizard-slaying is a special situation, and calls for the same caution, distance, and respect as hunting a basilisk, life-sucking vampire, venomous wyrm, etc. Where some games make warrior vs. wizard something like infantry vs. artillery, GURPS makes it more like rifleman vs. flamethrower.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] Last edited by Kromm; 04-06-2006 at 12:00 PM. |
04-06-2006, 01:50 PM | #12 | |
Join Date: Oct 2005
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Re: [4E] "Your turn?"
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04-06-2006, 01:54 PM | #13 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [4E] "Your turn?"
nope, only switched to firefox and an upgraded version of spellbound.
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04-06-2006, 02:09 PM | #14 | |
Join Date: Aug 2004
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Re: [4E] "Your turn?"
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So P1 attacks, and P2 defends normally. Then P3 attacks, and P2 defends normally. Then P2 can do whatever he wants: AoD, cast a spell, etc. |
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04-06-2006, 02:43 PM | #15 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [4E] "Your turn?"
It's pretty clear that at least some confusion comes from the perception that there's a universal "turn" and that everyone acts during this "turn" in order of some "initiative number." Basically, that's wrong. Combat is a series of turns taken in order of Basic Speed, and each person's turn is unique to him. When a person gets his next turn . . . it simply means that a second has passed since he last acted. Effects that started on one of his previous turns mark another second, but there's no "universal turn clock" to which such things answer. If he did an All-Out Attack on his turn, then he's defenseless until his next turn, not until the slowest guy has his turn and the sequence starts over again with the fastest guy. If he casts a spell that lasts 10 seconds on another guy, it ends ten turns down the road for for him, the caster -- not ten seconds from now on some "turn clock."
Turns flow in a continuous cycle: 1, 2, 3, 4, 1, 2, 3, 4, 1, 2, 3, 4, . . .. The time from 1 to 1, from 2 to 2, from 3 to 3, or from 4 to 4 is always one second. All other pairs -- from 1 to 2, from 1 to 3, etc. -- have indeterminate lengths less than one second. Nothing special happens between 4 and 1, either; {1, 2, 3, 4} is no more or less important than {2, 3, 4, 1}, {3, 4, 1, 2}, or {4, 1, 2, 3}. When people do assume that there's a universal turn during which each person acts, and that each cycle {1, 2, 3, 4} has a definite beginning and end for everyone, all at the same time, misconceptions arise. One misconception is that it's possible to reorder actions within the sequence. It isn't. If you decide via some house rule that next turn, {1, 2, 3, 4} will become {4, 2, 3, 1}, then you'll end up with 1, 2, 3, 4, 4, 2, 3, 1, and fighter 4 will get two actions without interruption while poor fighter 1 has to wait for all of his enemies pound on him twice before he can do a darn thing. Maneuvers such as All-Out Attack assume that all of your foes will get a turn during which they may attack you; defenses are set up so that foes won't get two turns in which to saturate your defenses before you can act again. Reordering is also unwise because it plays hob with effect durations. To use my reordering example, the time from 1 to 1 clearly isn't the same as the time from 4 to 4. In short, things break -- badly. Another misconception is that because there's a universal turn, fighters are required to declare their actions before it begins, and then perform their actions in some order. Then a new turn begins. This, too, is broken. Fighter 2 is acting a little bit after 1, and responding to him; 3 is acting a little bit after 2, and responding to 1 and 2; and so on. Fighters can't declare because they're in mid-action until their next turn. Only fighter 1 has fully resolved his action and started a new one when 1 comes up again. Fighter 2 is still doing something else.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
04-06-2006, 02:50 PM | #16 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [4E] "Your turn?"
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04-06-2006, 02:58 PM | #17 |
Join Date: Sep 2004
Location: Canada
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Re: [4E] "Your turn?"
... I keep looking for a way to mod Kromms posts up as "insightful".
Any place we can get these archived somewhere? In the FAQ, perhaps? We certainly get this kind of question popping up periodically.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
04-06-2006, 03:01 PM | #18 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: [4E] "Your turn?"
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the FAQ is one place for some of this, someone could [with Kromm's permission] also post them to the GURPS Wiki... |
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04-06-2006, 03:07 PM | #19 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [4E] "Your turn?"
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__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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04-06-2006, 03:46 PM | #20 | |
Join Date: Aug 2004
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OT: Spellbound
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