08-28-2015, 07:41 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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The Last Gasp: Move
I don't understand the Move rules for the Last Gasp (p 3/44.) Let's say I have a character with Move 5. I start running towards an enemy. First round I do one Step and increase Move beyond that to 5. The next round I move 5 yards? Then I start sprinting, increasing my Move to 6 yards/sec. Not using the alternate rules for acceleration, what do I pay?
So. Round 1 I pay 8 AP (that's given on page 9). Round 2 I pay... what? I maintain acceleration, but I'm still running at full tilt. Does it cost 8 AP, since I move Step 1 plus 80% of my Move? Does it cost 10 AP, since I Move at full speed? Does it cost 0 AP since I don't accelerate? The next round I Sprint, which costs 1 AP according to p.10. Do I pay 9 AP (Step + 80% of Move + Sprint), or 11 AP (full Move + Sprint) or 1 AP (for Sprint only). Also, if I pay FP to regain AP during combat, do those FP replenish as normal or do they replenish as per page 6?
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08-28-2015, 07:57 AM | #2 | |
Join Date: Jun 2013
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Re: The Last Gasp: Move
Quote:
The Last Gasp completely replaces FP recovery with the rules on page 6. It doesn't matter if you spent these FP to cast spells, on Extra Effort, for Breaking Blow, from Hiking, or due to getting hit with an FP-draining attack. |
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08-28-2015, 07:59 AM | #3 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: The Last Gasp: Move
Thank you. That clarifies things.
So I can run long-time using the rules for paced running on p.B354?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
08-28-2015, 11:33 AM | #4 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: The Last Gasp: Move
These rules don't mesh with the rules for paced running on p.B354. Suggestion - running at more than 60% Move costs at least 1 AP (but may cost more if you accelerate).
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
08-28-2015, 03:52 PM | #5 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: The Last Gasp: Move
I will heartily admit that the rules for short-distance use of AP and FP don't blend well with the long-distance rules. There was an attempt at a solution for this in draft, but it was proven to be MORE broken than the mismatch provided by the current rules.
It's on my to-do list is the best I can offer up.
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08-28-2015, 04:24 PM | #6 |
Join Date: Sep 2004
Location: Canada
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Re: The Last Gasp: Move
I don't think I'd expect second-by-second resolution to be the same way as to handle long distance running anyways. There's a reason why the Basic Set handles those in two different sections :)
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08-28-2015, 04:25 PM | #7 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: The Last Gasp: Move
That doesn't prevent the occasional observation that it is somehow more efficient to do one then the other, and that they don't come close enough to matching that you don't get silly results by extension. :-)
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08-26-2017, 07:58 PM | #8 |
Join Date: Aug 2017
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Re: The Last Gasp: Move
I have a question about extra Effort in Hiking. On B356 it says you can make a will based roll against the appropriate skill instead of a will roll. What is a will based roll, and how would you make it against a skill?
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08-26-2017, 08:06 PM | #9 |
Join Date: Mar 2008
Location: Dallas, TX
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Re: The Last Gasp: Move
It means you apply your relative skill level in Hiking to Will instead of HT. So if you have HT-10, Hiking at HT+2, and Will-11, your Will-based Hiking roll would be 13.
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08-26-2017, 08:11 PM | #10 |
Join Date: Aug 2017
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Re: The Last Gasp: Move
Thanx a ton, that really helps. Really appreciate the help
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rules clarification, the last gasp |
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