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#11 | |
Join Date: Jun 2006
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-- MA Lloyd |
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#12 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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#13 |
Join Date: Jun 2006
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That's the point about tracking durations in seconds. Or if you like, you can keep them in turns but give each spell it's *own* turn, that happens immediately after the caster's. If the caster wants to delay his turn to later, no problem, the spell's turn stays in the same place.
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-- MA Lloyd |
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#14 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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comes before or after that second. you can track the length the spell be there IS no in game way to track when those seconds happen except by the start of your next turn. So say a turn can be longer than a second it now meanless to track seconds becuse unless you saying everying thing in the gasme happens in real time the no way to tack game time left in the system |
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#15 | |
Join Date: Jun 2013
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#16 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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You Speed 5.0 but on the 3rd second you slow down to 4.5 meaning. but while that happen someone ad speed 4.75 attacks you. Normal rules the spell last to the start of your next turn and you would be protected. however the 4.75 turn saddles both the last second and after that last second. Which side of duration does the attack actual land? the system say it'ds impossible to say in that situation. as Kromm sayings you slow down at the start of combat time but once combat starts the system only works if constant for the enter combat time. though if you drop out combat time you can restart at a new basic speed |
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#17 | |
Join Date: Jun 2013
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To preempt a further argument, in the case of a tie it's best to think of the person who "wins" as moving at something like 5.01, the one who "loses" as moving at something like 4.99. In that case, if you act on Speed 5.00 but before someone else who acts on Speed 5.00, you count yourself - and your spell - as acting on Speed 5.01, the other person as acting on Speed 4.99. When you delay down to Speed 3.00, the spell still ends on Speed 5.01, and fails to protect you against the person acting on Speed 4.99. |
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#18 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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4.75 happens after 5.0 but not 1 second after.
the first second of combat where all participants act regarded their speed. then acet agasin 1 second after the first acted. Normally 5.0 spell last one more second and acts 4.75 attack 5.0 the spell still in effect 5.0 next turn start spell ends at the start be fore they act as it's 1 second later. What you probles 5.0 spell last one more second buch choses to delay to 4.5 now the duration of what happes now take more that 1 second be less than 2 there no telling if 4.75 attack heppens before the 1 secodn expires or after. |
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#19 | |
Join Date: Jun 2006
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To clarify how I think of turns, I think of them with the standard English meaning - they have no in world duration (or if you prefer, it's always zero, so there is no issue concerning them lasting longer than a second, they never lasted a second in the first place. Your defenses are not part of any of your turns, they take place *between* them, on the *attackers* turn. A technique I haven't used in a long time, but which I think clarifies GURPS turns a lot is to get a bunch of index cards with the character's names and speeds written on them (use colored cards for the PCs and their allies, makes it easier to separate them from the NPCs after every combat). Make a similar set for the opponents in each fight, and sort them together in numerical order. When the fight starts, take all the cards before the character that started it (made the first move, did whatever discovered the enemy, etc.) off the top, and put them on the bottom. The card on top is whose turn it is. When he acts, take it off the top, put it on the bottom and repeat. If you want to track spells by turns, when somebody casts a spell, insert a card for the spell on the bottom of the deck immediately after you move his card there. You can now forget about seconds and just cycle through the deck. When your card comes up to the top, and you don't want to act yet, simply move it down in the deck however much you like instead of taking a turn now. If there are occasional rules that don't work with this scheme, they're probably a result of a broken understanding of the turn sequence in the first place and ought to be fixed anyway. I don't think there are many outside some minor tweeks to the surprise rules, but the turn sequence seems to confuse people, even some GURPS writers, a lot more than it ought to for something so fundamentally simple, I think mostly because people insist turns have durations.
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#20 | ||
Join Date: Jun 2013
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So: Second n-1 5.0 - Character acts 4.75 - Foe acts; spell protects Second n 5.0 - Character acts; Spell ends 4.75 - Foe acts; spell doesn't protect (it ended) Second n+1 5.0 - Character acts 4.75 - Foe acts ... and so forth for the first case. Second n-1 5.0 - Character delays 4.75 - Foe acts; spell protects 4.5 - Character acts Second n 5.0 - Spell ends 4.75 - Foe acts; spell doesn't protect (it ended) 4.5 - Character acts Second n+1 4.75 - Foe acts 4.5 - Character acts ... and so forth for the second case. |
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Tags |
fighting, martial arts, multiple parry, parry |
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