08-21-2006, 01:01 PM | #1 |
Join Date: Feb 2005
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Very Fit and Extra Effort in combat
In my gaming group we're quite fond of the fatigue rules for extra effort, exertion, etc.
We allow feverish defenses and extra effort in attacks (for +2 damage). Generally we find that this simulates all the fatigue from battle and ignore the fatigue cost per battle for the sake of it. Anyway... While Fit does not complicate our lives, Very Fit does. Very Fit characters only spend half fatigue that others do for ordinary, exertion actifities (no psi, magic, etc...). Defenses and attacks all cost 1 FP in combat, how do you rule this? Does the Very Fit character spend 1 fatigue every two actions of this type? It seems unfair not to reward the player for a costly advantage, that very clearly extrapolates "double" Fit (the HT bonus). While we're in the topic, how many actions with extra effort do you allow per turn? 1) Unlimited as long as there's fatigue? (I find this grossly unrealistic, and could lead to the character going from "fresh" to "collapsing" in a single second). 2) One defense and one attack per turn can be "feverish"? 3) Characters may spend only 1 FP per turn for extra effort of any sort... We're going for "realism", so cinematic options are right out. Any thoughts? Thanks in advance. |
08-21-2006, 01:21 PM | #2 |
Join Date: Jun 2006
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Re: Very Fit and Extra Effort in combat
Upon review of the Extra Effort in Combat rules (campaigns, page 357), it is clear that a combatant may use either Flurry of Blows or Mighty Blows as well as Feverish Defense in a single round, so that's one Extra Effort attack and one Extra Effort defense.
That said, I think I would make the ruling that a Very Fit character spends half a fatigue for these actions, which is then rounded down to 0 fatigue, in other words, that in exchange for the costly Very Fit advantage, you get to make Extra Efforts for free. |
08-21-2006, 01:28 PM | #3 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Very Fit and Extra Effort in combat
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Very Fit is not that costly, Fit is +1 to HT for 5 cp, Very Fit is 10 cp for +2 HT and another 5cp for half the fatigue. 15cp is not that much. Last edited by Gudiomen; 08-21-2006 at 01:31 PM. |
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08-21-2006, 01:52 PM | #4 | |
Join Date: Sep 2004
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Re: Very Fit and Extra Effort in combat
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mcv. |
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08-21-2006, 02:05 PM | #5 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: Very Fit and Extra Effort in combat
Precisely my dilemma. The lack of a specific reference in the rules makes me think that either GURPS editors overlooked this interpolation of rules or they assumed the answer would be obvious (apparently not obvious...).
I also dislike the half of that used in one turn, because it stimulates the characters to use at least two extra effort actions, since if they don't they're wasting an opportunity. Easiest way would be just to round down, minimum 1 fp. Wich would result in no discount at all for extra-effort. However, this leaves our extra-fit blokes with one of the main uses of regular FP ruled right out of what seems to be a major part of the advantage... |
08-21-2006, 02:10 PM | #6 |
Join Date: Apr 2005
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Re: Very Fit and Extra Effort in combat
This is simple enough. Charge 1fp every other Extra Effort.
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08-21-2006, 02:12 PM | #7 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Very Fit and Extra Effort in combat
You always round FP costs (and most other things that are bad for the characters) up in GURPS. Half of 1 is still 1. You need at least 2 FP for a single action before Very Fit does a thing. The main job of Very Fit is to halve multi-point FP costs for things like exertion in armor.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
08-21-2006, 02:49 PM | #8 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Very Fit and Extra Effort in combat
Yup - I liked Barbarische's idea but it omitted the "bad things round up" rule. [well, almost: points up, feats and combat results down]
For Very Fit 1 or 2 FP = 1; 3 or 4 FP = 2. Faster recovery means being back at full fitness inside 1 hour instead of 2. Uses per turn, for someone without extra attacks: 1 FP for Defence, 2 for Attacks (either 2 Rapid Strikes at -3 with normal damage or 2 Rapid Strikes at -6 with +2 damage). NB All Out Attack would allow 2xRapid Strike and 1xMighty Blow, but that's still only 3FP per turn. Extra Attack for a "normal" human can only be used for either Feint or just straight-up attack; I'd assume Mighty Blows was okay for this attack but you're allowed only one set of Rapid Strike. I wasn't sure about using All-Out-Attack but it's all covered on page B54. Not certain of this bit but it's logical: both attacks must either be All-Out or you can't use All-Out, i.e. you can't have one normal and one All-Out.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 08-22-2006 at 02:32 PM. Reason: precision |
08-21-2006, 05:11 PM | #9 | |
Join Date: Apr 2005
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Re: Very Fit and Extra Effort in combat
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08-21-2006, 05:40 PM | #10 | |
Join Date: Aug 2004
Location: Brazil
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Re: Very Fit and Extra Effort in combat
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