05-17-2018, 12:06 PM | #11 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Clarification on Gurps combat turn rules.
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Still, this would add complexity for the sole purpose of slowing combat, and neither added complexity nor slower combat are things that GURPS needs.
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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; 05-17-2018 at 12:09 PM. |
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05-17-2018, 02:06 PM | #12 | |
Join Date: Sep 2007
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Re: Clarification on Gurps combat turn rules.
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That is, declaration is desired so that the faster characters can react to the slower ones in the same turn, even though they act first (to give them the benefit of inflicting shock and so on). Hence, the slower characters are required to declare so that the faster characters know what they're going to do and can choose accordingly. But that observation-reaction cycle by the fast character occurs in the same fraction of a second that's deemed implausible when it's performed in the unmodified combat sequence, when a character observes some combat result and reacts accordingly. Adding declarations doesn't really solve the problem, if problem it is, so much as move it. |
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05-18-2018, 04:38 AM | #13 | |
Join Date: Apr 2005
Location: France
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Re: Clarification on Gurps combat turn rules.
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So, GURPS rules are right here. Good warriors immediately react to what happens around. Bad ones are those who try to plan their action in advance ... which explains why they hesitate so often and, in GURPS terms, why they fail their attack before the foe even tries to avoid it. Declarations don't simulate true combat. They do simulate strategic combat of wargames. GURPS rules do simulate true combat much better. Last edited by Gollum; 05-19-2018 at 10:31 AM. |
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