01-09-2020, 12:33 PM | #1 |
Join Date: Feb 2005
Location: Berkeley, CA
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Alternate Time Management for GURPS
GURPS has 1s turns, which is pretty fast, but even on that scale its got granularity issues, as the difference between 1 turn and 2 turns is huge, and there isn't a way to implement that person X is moderately faster than person Y. This is a proposed alternative, which you sometimes see in board games and commonly see in computer games, but rarely in RPGs.
The basic idea is that each character has a next initiative that defines when they get a turn, and then there's a initiative counter that defines the current time. The basic method turn method is then:
Does this seem like the kind of thing people would play? |
01-09-2020, 01:05 PM | #2 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Alternate Time Management for GURPS
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I mean, if basic speed of person A is 0.5/1.0/1.5.. higher than person B, isn't that moderately faster...? And if you're faster you can trigger a wait maneuver etc. ... -- Maybe what you are searching for is something like an additional "half" maneuver, allowing only "simple" actions or something like that? (Like some RPGs have it) As I would try to stick closer to the RAW, not going to break free completely: I think you could include that in a similar way like "extra attack", specifying an advantage "extra simple action" where you can do some limited things in addition to your turn but not an extra move maneuver and other "full" featured actions... (which ATR allows) Last edited by OldSam; 01-09-2020 at 01:18 PM. |
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01-09-2020, 01:09 PM | #3 |
Join Date: Jun 2013
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Re: Alternate Time Management for GURPS
I have tried a couple times to make something like this, but was never able to come up with something satisfactory. I also have an almost-complete version that uses my Combat Posture rules (or more precisely, the simplified version, using the MP - maneuver points - from there instead of the IP - Initiative Points - of previous attempts), but stopped work on it after I couldn't come up with a scheme I liked for cascading waits and high RoF weapons. If you can come up with something that's more usable, I'd very much like to see it.
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01-10-2020, 04:44 AM | #4 | |
Join Date: Aug 2009
Location: Poland
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Re: Alternate Time Management for GURPS
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Let's see about implementation. ATR gives us a price for acting 2, 3, 4 times a turn (and more, but I'd keep it there to avoid huge numbers. So let's say a normal human has Next Initiative of 12. ATR 1 would give twice as many turns, so NI 6. ATR 2 would give thrice as many maneuvers and would make NI 4. This makes 100 character points between 12 and 6, and another 100 points between 6 and 4, which makes assigning point value and keeping it compatible with ATR quite hard. Or at least hard to convey in a simple way. Point Cost = (1200/NI)-100, so roughly: Code:
NI: 18| 17| 16| 15| 14|13||12||11|10| 9| 8| 7| 6| 5| 4| 3| 2| 1 Pts.:-33|-29|-25|-20|-14|-7|| 0||10|20|34|50|72|100|140|200|300|500|1100
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01-10-2020, 09:35 AM | #5 | |
Join Date: Jun 2013
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Re: Alternate Time Management for GURPS
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01-10-2020, 10:01 AM | #6 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Alternate Time Management for GURPS
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