04-15-2020, 01:49 AM | #41 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Fixing round length in GURPS
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2) I and the one player who do know the rules the most plan things out during other players' and the GM's turns so that we can take into account of possible actions so that by the time our turn comes up, we already know what we want to do. I'm actually glad for this player because the others get to see cool new ways to use basic items. EDIT: But when would a player do this? Wait and AoD are strictly better ways to 'do nothing'. |
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04-15-2020, 01:58 AM | #42 | |
Join Date: Dec 2013
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Re: Fixing round length in GURPS
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You duel for six seconds, and make one *effective* attack. Or you're attacking at range, meaning you aim for 2-5 seconds (depending on whether you take a Move action or whatever), and make one attack. Anyway, back to GURPS. :) Also, just to be clear, I'm agreeing with you. :) |
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04-15-2020, 02:42 AM | #43 | |
Join Date: Jan 2010
Location: Brighton
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Re: Fixing round length in GURPS
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But the play style I'm trying to avoid is the one where players spend a long time when it's their turn to intricately plot (often involving a lengthy OOC conversation amongst themselves) out what they will do often from a top down position of situational knowledge in what supposed to be a second by second chaotic combat in often chaotic and unknown situations. Other then my sense of desired verisimilitude, there's also a practical concern (for me anyway). Combat resolution takes time even at the best of times, anything I can do to reduce extra time being taken is (again for me) a good thing.
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 04-15-2020 at 02:49 AM. |
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04-15-2020, 03:17 AM | #44 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Fixing round length in GURPS
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04-15-2020, 03:49 AM | #45 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Fixing round length in GURPS
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That 6 seconds combat round points to D&D 3.x which came out in 2000 (with the 3.5 tweak in 2003) As I pointed out AD&D1-2 (1977-1999) has insanely long combat turns compared to GURPS. Yes, that 60 was not a typo. I was fortunate to get the now very rare Dragon magazine CD-ROM back in the day (if your Google-fu is strong copies can be found on the internet) and it covered The Strategic Review (Spring 1975) to Dragon #250 (August 1998) So it knows only the 60 second long combat round with its 6 second segments, not the far saner 6 second combat round that came with 3.x. You wouldn't believe the number of articles and letters that did have the "hit points directly correlate with actual injury soaked" idea or basically stand around for 60 second to do your x number of attacks (even in that version at high enough levels classes had more then one attack in a combat round though that 3/2 thing was pain). The really funny thing is many of the ideas provided in those magazines to fix AD&D1-2 showed up in far more useful form in GURPS. Want to actual implement the ideas in "For King and Country" (Dragon #101)? GURPS Religion has you covered and then some. Want a better way then what was in Dragon #51 (July 1981) to make the AD&D1-2 Monk stop sucking? GURPS Martial Arts has you covered. Heck, it is still useful with the 5e monk. GURPS Blood Types curb stomps Varieties of Vampires in Dragon #25 (May, 1979) and so on. I still have the CD files (Mac's spotlight is so much better then what the CD offered) and it is an interesting step back to versions of AD&D most people today are totally unfamiliar with.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 04-15-2020 at 03:53 AM. |
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04-15-2020, 04:41 AM | #46 |
Join Date: Dec 2009
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Re: Fixing round length in GURPS
A suggestion: Instead of punishing a player who take too much action, reward a player who does a do nothing roll.
What can a do-nothing action do? - Give time to ask questions. - Give bonus on defense (+1, so no AOA) - Give bonus on next attack (+1, so no evaluate) - give the option to make an information roll about something (Is the enemy hurt, what is his weakness, etc). - Can move around. The idea is that PC automatically will take do-nothings because they're useful. Maybe do-nothing is not a good name. |
04-15-2020, 05:46 AM | #47 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Fixing round length in GURPS
The old game Aftermath! had an action that I've always thought was worth putting into lists of possible actions in games, and it seems worth using here. It could be assumed that a non-forced 'Do Nothing' is also this.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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04-15-2020, 06:16 AM | #48 | |
Join Date: Jan 2010
Location: Brighton
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Re: Fixing round length in GURPS
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course |
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04-15-2020, 10:02 AM | #49 | |||
Join Date: Aug 2018
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Re: Fixing round length in GURPS
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To add some randomness to the AP (Last Gasp) system you could appropriate the "Lulls" idea for 3e's compendium 2 (pg 81) except to "Press" during a lull should merely deplete 1 AP instead of 1 FP, so it's not such a huge gamechanger, just a quirky setting feature. It doesn't tire anyone any faster if they're taking restive actions, but will tire them faster if they avoid them. To deplete AP faster (thus encouraging more pausing) you can also opt to ignore the free step / free pivot built into last gasp. Charging for those will require a lot more Evaluates / Do Nothings to recharge the AP. Quote:
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Plus maybe a middle ground like "Committed Do Nothing" where you take the defensive penalties of Committed Attack for either a +1 or +2 to the HT roll? The idea being that the usual DN with it's "I'm keeping alert for attacks" is kinda stressful and not as restive as it would be to entirely tune out. I know that DN's HT+4 roll has an "if uninterrupted" disclaimer meaning you wouldn't recover AP if you had to defend yourself (doesn't seem like that applies to Evaluate's HT roll though?) but you're still basically keeping an eye out for them so it might be cool if there was a reward for zoning out and being less defensive, like with sleeping. Probably shouldn't be an option if already stunned though since you're already taking huge penalties to defence in which case you're not trading much. |
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04-15-2020, 11:07 AM | #50 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Fixing round length in GURPS
Another vote for forcing perception rolls. There is a blurb in tactical shooting that outlines the basics.
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gurps, house rules, rounds, rules |
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