05-19-2020, 03:10 PM | #41 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: [Hose Rule] 3 second combat turns.
Quote:
For combat, a the problem is that GURPS only spends actions for the 'Act' part of an OODA loop. Last edited by Anthony; 05-19-2020 at 03:19 PM. |
|
05-19-2020, 03:25 PM | #42 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: [Hose Rule] 3 second combat turns.
Acceleration is just a pain for RPGs, really. Fortunately, flat-out Move is mostly where this matters. The vast majority of action in GURPS is built around the one-yard step.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
05-20-2020, 11:29 AM | #43 | |
Join Date: May 2007
|
Re: [Hose Rule] 3 second combat turns.
Quote:
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
|
05-20-2020, 01:20 PM | #44 | |
Join Date: Sep 2007
|
Re: [Hose Rule] 3 second combat turns.
Quote:
Humans being human, there aren't hard boundaries to the categories. Avalon Hill back in the late 60s used to pitch their wargames with a fair bit of what now sounds like RPG lingo -- "YOU take the role of general, how will YOUR actions change history" kind of stuff. Many people will even imagine stories about their chess pieces or even the checker that wanted to become king. But the native worlds of those game pieces are less and less fertile for the imagination, and their behaviors tightly constrained. (Toss the rules of chess to tell how the queen and bishop left the board to have a illegitimate son who became a knight and returned to dispose the old king, and you're no longer playing the game, but imagining some story inspired by it.) |
|
05-20-2020, 01:46 PM | #45 | |
Join Date: May 2007
|
Re: [Hose Rule] 3 second combat turns.
Quote:
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
|
|
|