04-12-2020, 01:36 PM | #21 | |
Join Date: Dec 2013
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Re: Fixing round length in GURPS
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04-12-2020, 01:38 PM | #22 | |
Join Date: Dec 2013
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Re: Fixing round length in GURPS
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Going from there to dozens is a different scale, entirely. And yes. If people are breaking off into smaller fights, then you could just play out those smaller fights on whatever scale. |
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04-12-2020, 01:46 PM | #23 | ||
Join Date: Jul 2008
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Re: Fixing round length in GURPS
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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04-12-2020, 03:34 PM | #24 | ||
Join Date: Dec 2013
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Re: Fixing round length in GURPS
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A small fight generally involves teamwork. Large groups generally involve small teams. The scale goes up that high because, for example, an artillery commander might need to take into account a much larger battlefield than Platoon #123. My post wasn't clear in a number of ways. It could have used quite a bit more refinement - excluding that the idea isn't that good in the first place. And that lack of clarity has caused additional confusion. So yeah, that's on me. |
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04-12-2020, 04:25 PM | #25 | |
Join Date: Jul 2008
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Re: Fixing round length in GURPS
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I think there's two reasons not to. First, I don't actually see what they usefully represent for you. Donny Brook proposed counting rounds since you last took a situational awareness break as it were. That makes sense to me, your information goes 'stale' over time. But using 'points' implies you can burn or recover awareness at different rates depending on choices you make, and...well, can you? What would make you spend two points instead of one? Second, you'd presumably be tossing basically everything in "The Last Gasp", since that is in fact a system about HT/FP-based physical stamina, and you're modeling something that is not that. So what's to adapt? Unless you just arbitrarily re-map the system to different attributes and claim that rules written for budgeting exertion work equally well for budgeting attention.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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04-12-2020, 05:01 PM | #26 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Fixing round length in GURPS
I think there are a few things in "Dodge This!" in Pyr 3/57 (I believe) for budgeting attention.
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04-12-2020, 06:41 PM | #27 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Fixing round length in GURPS
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I think what you're really looking at is the slower reactions of larger units, due to information having to move up through more layers of command, and orders to move back down through them. However, while those things are moving, subordinate units and individuals are still acting (hopefully), and still doing things at their normal tempo (again, you hope). The battle only looks slower as you add more men and units because you view becomes more remote.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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04-13-2020, 05:53 PM | #28 |
Join Date: Dec 2013
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Re: Fixing round length in GURPS
So, kinda annoyed, here.
I already agreed the idea in the original post is not that good. Why are the baseball bats still being applied to the dead horse? Why are people still arguing with me about an idea I already agreed is bad? |
04-13-2020, 08:52 PM | #29 | |
Join Date: Apr 2020
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Re: Fixing round length in GURPS
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- Shane |
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04-13-2020, 11:15 PM | #30 |
Join Date: Dec 2013
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Re: Fixing round length in GURPS
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Tags |
gurps, house rules, rounds, rules |
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