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#1 |
Join Date: Aug 2008
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I am trying to sort out a price for Limited, Movement Costs Only as a limitation for AP Regeneration. The idea is to give the character a minimum amount of movement available every turn for the sake of more chambara-like fights. It's not a campaign feature, so I figure I do have to price this one out. My initial feeling was -20%, but I'm not sure if this is too steep. Anyone try this before or have any suggestions or insight?
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#2 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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I will take on some alternate movement AP cost concept on my blog either this week or next.
My suggestion is to go simpler. Change the costs for movement to just be lower. Say, 1 AP to move up to half move, 2 AP for up to full move. I will pose some variants, but for what you're looking for, lowering or eliminating cost for move will be a lot easier and can be dropped into an existing game.
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#3 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#4 | |
Join Date: Aug 2008
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I'll eagerly await your blog entry on the subject!
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#5 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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#6 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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In Pyramid #3/44, the article The Last Gasp introduced the concept of Action Points for GURPS, which had the effect of having lulls and flurries in combat as emergent behavior. It also introduced punishing Action Point costs for movement - perhaps too punishing.
Here's an alternate treatment of the same topic to increase the mobility of fighters on the battlefield. Plus, a new Advantage: Ferret on Crack!
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#7 | |
Join Date: Aug 2008
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Sweet! Thank you. I'm thinking of using Ferret on Crack to represent the rules you posted to and having most people still use the 1 AP / 20% Move rule from Last Gasp.
As an exercise, I thought I'd try to squeeze a modifier out of your blog post anyway: An average person with Move 5 would normally spend 8 AP to move his entire move and come to a complete stop at the end of his turn (5 to accelerate and 3 to decelerate). With your new rules, this would cost 3 AP (2 for full move and 1 to stop) for a per-turn savings of 5 AP. This is equivalent to Regeneration (HT/2 AP per second; Limited, Points Spent on Move Only, -x%). Since Ferret on Crack costs 30 points and unmodified Regeneration (HT/2 AP per Second) costs 75, it would seem that Limited, Move Expenditures Only would be a -60% limitation. And I was just noticed that you addressed this in The Last Gasp under Cosmic, actually: Quote:
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