06-22-2014, 10:56 AM | #31 |
Join Date: Apr 2005
Location: France
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Re: Changing combat time to more than 1 second/turn
Here is what I would like to add to this topic.
Yes, GURPS combat turn is not really realistic for move, as it has been said above. But, as it has also been said above, it can easily be corrected. Another problem of GURPS combat turn is that it enforces players to break down their action over several turns, especially when they are making long actions like taking time to aim with a range weapon. Then, the player who does that bored stiff while other players go on choosing actions and rolling dice... A third problem of GURPS turn is that every character has exactly the same number of actions during a turn while, in reality, experience of fight, weapon weight (and so on) usually make some fighters act faster than others. In my Dojo, one of my partners is able to punch me two or three times before I can punch him once... Someone with a knife, a nunchaku or a tonfa can usually hit a foe with a two handed sword or a staff several times when this one can barely hit him back once... Peter Knutsen solution with Action Points sounds more realistic, then. But GURPS solution is still much more simple! No initiative roll to make each turn. No complex system of action points (Sagatafl sounds to be really complex). And no bookkeeping for these action points which can be banked from one turn to the next. The huge problem with longer turns is exactly that: they allow several actions and, no matter the system chosen (action points, opportunity attacks, turn segments), they have to allow several actions during one turn with something to rule which action takes place before others. GURPS remains the simplest way to handle things: the turn is so short that you can just act once. But the fight can still be fun and alive. Just use the following tricks...
Last edited by Gollum; 06-22-2014 at 11:03 AM. |
06-22-2014, 10:58 AM | #32 |
Join Date: Aug 2007
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Re: Changing combat time to more than 1 second/turn
Many skills? Yes. All mental skills? No. Some don't default to an Attribute. This includes all the Specializations of Engineering as just one example.
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Fred Brackin |
06-22-2014, 10:59 AM | #33 | |
Join Date: May 2008
Location: CA
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Re: Changing combat time to more than 1 second/turn
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06-22-2014, 11:48 AM | #34 |
Join Date: Apr 2005
Location: France
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Re: Changing combat time to more than 1 second/turn
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06-22-2014, 04:10 PM | #35 |
Join Date: Nov 2009
Location: Albuquerque
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Re: Changing combat time to more than 1 second/turn
I actually had this discussion with one of my friends, and I suggested that you just use the unit of time as an arbitrary unit of measurement. (This has an interesting effect of requiring almost everything else to also be arbitrary, but such is the case)
Everything in GURPS is based off of the "second" which is, for all intents and purposes, a common moniker used because people know what a second is. We can just as easily call seconds "turns" and say it takes one turn to draw a weapon, or one turn to ready that spell, or one turn to move your max move. But what about movement? Movement is measured in yards per second! Well, a "yard" can very easily be construed as a universal unit in GURPS, (with smaller portions being decimal values of the "yard.") So you can move up to your number of move "units" in one "turn." This just requires some arbitrary thinking. What about Rate of Fire!? Well, you can shoot however many round or w/e in one "turn." Is it slower? Not really, because the units are arbitrary and the game impact is the same. What about 1/2d or max range since those aren't measured in yards but in feet? Well, divide them by 3 and then they become "units" since the "yard" is the basic "unit" in GURPS for distance for 90% of things in it. Ultimately, it is the same if you use arbitrary units of measurement, or concrete units of measurement, because the effects on the game are minimal at best. You're just saying that a "turn" is however long it is, and you move a number of units per turn accordingly. It's hard to separate yourself from the concreteness of measurement, but that's ultimately what you have to do. Otherwise, you will inevitably come up with logical issues like, well can I perform two actions because turns are "twice" as long? no, because an action takes up one "turn" regardless of how long that "turn" may or may not be. How complicated you want to make it is entirely up to you. =) |
06-22-2014, 08:58 PM | #36 | |
Join Date: Feb 2008
Location: Wales
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Re: Changing combat time to more than 1 second/turn
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...1/2D and Max ranges aren't measured in feet, are they? I thought they were yards. o_o If they're in feet that changes a *huge* amount of character builds I've put together for myself and the rest of my group... |
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06-22-2014, 09:03 PM | #37 | |
Join Date: May 2008
Location: CA
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Re: Changing combat time to more than 1 second/turn
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EDIT: WTF writing error. Yes, they're in yards. Last edited by Langy; 06-22-2014 at 11:13 PM. |
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06-22-2014, 09:34 PM | #38 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Changing combat time to more than 1 second/turn
You mean, they're in yards?
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06-22-2014, 09:36 PM | #39 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Changing combat time to more than 1 second/turn
Range is in yards. See page 372 for basic combat:
"You can only make a ranged attack on a target that falls within your weapon’s range. To find this, see the relevant weapon table or advantage or spell description. Most ranged attacks list Half Damage (1/2D) range and Maximum (Max) range, in yards. Your target must be no farther away than Max range; 1/2D range only affects damage." |
06-22-2014, 09:40 PM | #40 |
Join Date: Nov 2009
Location: Albuquerque
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Re: Changing combat time to more than 1 second/turn
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