05-20-2011, 08:02 AM | #171 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Altering the Initiative Order
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If you're just using less Basic Speed, like using less ST, that's not a Wait, that's just a lower spot on the initiative order, since Basic Speed doesn't actually have any effect after initiative order is determined. |
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05-20-2011, 08:19 AM | #172 |
Banned
Join Date: Apr 2008
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Re: Altering the Initiative Order
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05-20-2011, 08:22 AM | #173 | ||
Banned
Join Date: Apr 2008
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Re: Altering the Initiative Order
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05-20-2011, 08:27 AM | #174 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Altering the Initiative Order
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As I said earlier, a completely realistic way of handling it would be variable turn lengths based on a combination of Maneuver & Action chosen and the characters Speed, but that would be neigh unplayable in a table top RPG. It pretty much is arbitrary, but so are most other quantifiable things in RPG's. The difference between ST 12 and ST 13 is pretty arbitrary, as is the difference between moving 6 yards per second and moving 7 yards per second, or the difference between 5 points of damage hurting your arm and 6 points of damage crippling it. It's all pretty arbitrary, but arbitrary points must be set to make a game playable.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 05-20-2011 at 08:31 AM. |
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05-20-2011, 09:23 AM | #175 | ||
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Altering the Initiative Order
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My understanding is that it wouldn't change the turn sequence, so I agree with Eric. Nevertheless boosting basic speed would raise basic move and dodge and that's the most important benefit of such a spell ;) Last edited by OldSam; 05-20-2011 at 09:31 AM. |
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05-20-2011, 09:52 AM | #176 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Altering the Initiative Order
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The child herding example seems problematic. You wouldn't actually run this as a combat but even if you did what happens when little Johnny starts to toddle into the street? Is the alert caretaker still restricted to Johnny's Basic Speed? It seems to me that child-herders are taking Waits to interrupt the children with a Ready if they need to. |
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05-20-2011, 10:09 AM | #177 | |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Re: Altering the Initiative Order
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The delaying would be more like a limited form of do nothing maneuver. You will effectively lose part of the turn to change the sequence order. The only way to get back to the old sequence would be delaying again, effectively losing a whole turn. So, different things with different Good and bad consequences. As I see it would neither be unbalancing or make wait useless. The only problem I see is that, if used too much, it will add a lot of complexity to the fight. Possible complexity problems: duration of spells and multiple characters changing positions at the same time and/or many times in a row. |
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05-20-2011, 10:16 AM | #178 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Altering the Initiative Order
Or it lets you delay your action to coordinate with slower PCs; which is what we are talking about. If you can just change your effective Basic Speed at whim to do this, why would you ever take Waits to do so?
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05-20-2011, 10:16 AM | #179 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Altering the Initiative Order
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And in the process of setting the order in which everyone is acting, it's no problem to tell a lower basic speed than the character would having going at max speed. |
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05-20-2011, 10:23 AM | #180 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Altering the Initiative Order
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Tags |
kromm answer, kromm explanation, wait |
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