Fixing round length in GURPS
The Dungeon Fantastic blog makes several good points in the April 2, 2020 article, "Turn length in GURPS". This is attempt to fix certain problems noted, including that turn lengths make sense on the micro scale, but not on the macro scale. A battle involving 1,000 individuals on each side, still proceeds at 1 second per round, with no game time given to Oberve, Orient, or Decide in the game time. No time is given to pauses, unless rules such as exhaustion mechanics force it. In addition, everyone is clearly shown as perfectly aware of everything that doesn't need an explicit per roll.
This post, then, suggests a fix to round length. Apologies if the wording is confusing; I lack sleep. Round length is increased using a chart with both logarithmic and triangular numbers. The length of a round is based on the number of combatants. In each round, you may take a number of discrete actions as specified in the chart. In addition, you may take a number of non-discrete actions. Each action, discrete or non-discrete, takes one second; this is unchanged from the default rules. Making an attack, picking a lock, attempting to intimidate someone, or driving a vehicle towards a specific destination are all examples of discrete actions. Aiming, feinting, taking extra time, taking an item (such as a gun or a lockpicking toolkit) out of your pocket, and adjusting the speed and direction of a vehicle, are all examples of non-discrete actions. If you are not sure, it is probably a discrete action. The chart only notes discrete actions; the number of non-discrete actions remaining is equal to the number of seconds left after discrete actions have been allocated. You need not take your full number of discrete actions, or any discrete actions at all; the only limit is that the total actions taken cannot exceed the number of seconds per round. Code:
Discrete* In case a character finds themself in mortal combat with themself. In such a case, shooting oneself in the cheek as repayment for their cheek is traditional. ** Mathematically a little over, but then, that's the point. Edit: In the case of the longer round lengths, with 5 or more discrete actions per player, it is recommended that GMs apply a secondary house rule, such as resolving rounds simultaneously. |
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I don't see how the proposal fixes any of the issues raised in your first paragraph. Also, I wonder if the discutants at the blog are aware of the GURPS Mass Combat system.
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Quite simply, my proposed house-rules fix this problem by limiting the number of Action... actions you can take (otherwise known as Discrete Actions), based on the number of individuals present in the combat, and thus an implicit amount of time that must be spent on Observe, Orient, and Decision actions (otherwise known as Non-discrete Actions). As long as there's more than two combatants, anyway. If you don't feel this is a problem, then this thread is probably not of any interest to you. I dunno; you could always ask him. He's on the forum. |
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Looking at this while (slightly) more awake, I've realized it's not all that good a solution. I mean, it is a solution; but it's also a blunt instrument.
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Ah! I see the confusion now. "Observe-Orient-Decide-Act" is *military jargon for a standard and practical decision loop. Basically "normally", you'd look to see what's going on; figure out how you fit into the current situation; decide what the best next step is; and then take that next step.
Since the "Observe-Orient-Decide" is done by the players at the table, each round basically consists of Action on the part of characters. So I was treating the general lack of in-game "OOD" of "OODA" as one issue, as the acronym describes a single system. The OODA loop is explained in the blog post, but I can understand not wanting to read an entire blog post to understand some not-great house rules. :) Also I was basing the idea off of other game system, which typically limit number of attacks per (longer) round. Thanks, GURPS, for making me dislike other systems oh so slightly more through my own blunt-instrument house rules. :P * I am not military; just have an interest in military history and science fiction. |
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This observation:
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Three remarks, unrelated:
1) I do not see any justification for the time...thing being a function of the number of combatants. If two groups of three pair off and fight, there's no reason for those sub-fights to be less intense for the presence of the others. (I find I tend to view the determination of scaling factors like this with intense suspicion. I don't believe I'm wrong to do so, but it's worth mentioning.) 2) It seems like you probably intend that "non-discrete" actions are, in a sense, really components of a larger multi-second action defined by one "discrete" action? If so, you might want to say so explicitly. 3) Of the "discrete" actions listed only one of them is a thing GURPS would tend to say takes one second. Picking a lock and driving a vehicle to a place are both longer than that pretty much all the time, and Intimidation probably usually is as well. 1 second lock-picking likely entails a -10 penalty... |
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2. Yeah, pretty much; on both counts. 3. Yeah, I did not design the time component well, there. Perhaps the last second of picking the lock would be the discrete action, while the remaining 59 seconds or so would be non-discrete actions. |
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How about a house rule that says for every third round past the fifth without a Concentrate (Observe) maneurver characters suffer cumulative penalities on things like defending from side hexes, Tactics rolls, etc.?
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This would work quite poorly with basic Magic and somewhat poorly with any other time-limited magic. That's assuming that you still count FP expenditures by the 1 second Turn. If you fiddle Spell Durations and maintenance intervals to match Melee actions that might be a different problem.
Soem characters really don't stand around ;looking at stuff while they make up their minds what to do. Their "tactics" are already decided upon. I present as an example Nyx the Barbarian. What Nyx is going to do every round of comabt is either Attack with a Flail in a TA to the Skull or Move to set up such an attack if she's killed everyone within flail's reach. Oh, and she's going to do this scary fast because she has an Item that casts Great Haste on her. These things are baked into the character and you're just excluding this character concept from your game. This would be your right as GM but Nyx's player would pout. It might also disrupt gun combat. Gun combat is one thing Gurps does comaprativley well becaue it uses realistic ROFs. Soem characters might jsut stand in place while they look at things but msot should be moving whiel they look of delay their observation phases until they have achieved hard cover. WWI type machine gunners with water-cooling and long belts also attack somewhat like Nyx for long seconds at a ime. I also don't quite see the point if PCs and NPCs stand around looking at stuff symmetrically. If Moves and Evaluates and other non-Attack Actions aren't hapening in the added time, The added time appears to be msotly a phantasmal addition. You say there is time being spent but it doesn't affect wehat's happenign in the game except for Spell timing and other time-based measurements like vehicle speed. Be they chariots or airplanes vehicles do not stop while a command and control phase is taking place. |
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Martial Arts addresses this somewhat via the rules for flurries. There's also a Pyramid article somewhere where every action requires spending "Action Points" which eventually need to be replenished by taking certain maneuvers like Evaluate or even Do Nothing. When I've run mock combats to test the "Action Points" idea, though, it felt like it could use some more baking, so to speak.
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Your Nyx the Barbarian's strategy would not happen in this theoretical game, no; but basically any house rule is going to advantage, disadvantage, allow, or disallow some characters. So frankly, I don't see this as an actual objection. Your other points are good ones. |
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However, Donny Brook has a good idea that could be combined with Action Points that I'll address next. |
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In many GURPSy fights, it doesn't last long enough to burn through your AP. The 12-14 AP most line combatants have is good for five to seven rounds of combat unless you're doing a lot of All-Out, Rapid Strike, or other 'burst of energy' activity, or - as written - sprinting around the battlefield like a particularly hyperactive ferret. I'm not saying it's perfect (it's not). But it never has behaved as suggested (look around before you can do anything). The purpose of it was to organically introduce lulls and flurries into combat (which it does, by all reports) by having a currency. It also allows using an outlast strategy, where a very fit fighter with high HT and/or other purchased advantages to pull what is effectively a Rope-a-Dope: making the other fighter wear themselves out faster than you, after which their options are extremely limited. |
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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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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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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 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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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? |
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- Shane |
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...but some of those people were 30% wrong! :P |
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Has anyone brought up the common house rule that when its your character's turn, you have to act or ask quick technical questions ("how does X work/I want to take her weapon away, what is that called in GURPS?" NOT "is an attack with the sword or the mace better against my opponent given my stats, injury level, and the curse which was cast three turns ago?") or your character chooses Do Nothing?
In a complex fight, the GM can answer player requests for information with "ok, choose a Concentrate manoeuvre and roll Per or Per-based Tactics or Soldier." Fright checks, Suppressing Fire, and "ok, you circle around the floor to try to get into a window in the other wing. Everyone else mark off 2d rounds from your main weapon." can also be good ways to slow things down. Its not perfect, but the reasons why people sometimes do a lot in three seconds and other times not much in three minutes are complicated. |
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As such I would handle it with perception rolls (to spot a change), waits (to pre-empt a change) and traits that improve reaction time and resistance to being caught flat footed e.g. basic speed, Tactics skill and CR (to adjust to changes quickly and get to A in OODA as quicker) in Game. I might even bring in self control rolls tied to certain traits like pacifism reluctant killer etc that would come in when transitioning between orienting and deciding or deciding and acting for some acts. e.g. some people find it easier to defend and retreat from a recognised threat than attack a threat back (and that also depend on what attacking back entails) however: Quote:
I think the initiative rules could do with a bit more details (or potentially newly introduced changes should trigger the again in teh context of responding to the new thing, but this could get fiddly). And perception rolls should run teh gamut of time and effort devoted to them between a "free action perception" all the way up to an "All Out perception" But being in one OODA loop even if you are continuing a series fo A's, does make completing a new one harder. I.e if you are in the middle of reacting to an ambush, reacting to a new threat is harder. But again you could do things like giving perception roles a doing two thing at once penalty, plus you less likely to pause or break off and make one if you are in the middle of a taking other actions But the initiative system is bit all or nothing, you are either fine of standing slack jawed for relatively long in game periods. |
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Even leaving aside trying to achieve the effects we're talking about here, there's the practical issues of fights taking up too much table time! |
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To be physically stunned two things generally need to happen: 1. A “major wound” of a single injury of greater than 1/2 your HP occurs. 2. You fail your HT roll when 1 occurs. For a mental stun either Total or Partial Surprise needs to occurs. |
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*Dodge is picked because unless you are built to use another defense very well the bonus to a defense that won't go down with repeated use and always gets +3 when retreating makes you harder to get hit than the other three options. AoD (Double) is usually better with high skill dual-wielders/shieldbearers with WM. |
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On the at the table point, my experience is that most players who are actually that hesitant generally fall into one of two groups: 1). the new player who really is not sure about the choices available to them. And yep definitely I'd give them extra leeway here (they're not choosing to hesitate and they're not going to have much fun otherwise if I force them to act) 2). the master chess player who want's to expertly craft their response like they're playing a turn based strategy game with out a timer. and that's not how I run my combats. NB: this is just how I run my games, not some one true way or anything! |
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I should mention that Basic Speed determines the order combat happens in. So a 4.25 beats a 4.00. Here is what would happen with a reasonably competent GM: GM: The orc (has a 4.25) swings his ax at you. Player: (Character has a 4.00) I Do nothing. GM: Ok. You can Dodge, Block, or Parry his blow. Which do you do? If the player continues to freeze then GM whould choose the best Active Defense (which would include All-Out Defense) and have the player roll against that. The only Maneuver that prevents you from doing an Active Defense is All-Out Attack. As the D&D to GURPS page on the GURPSwiki points out: "Combat in GURPS is fast in terms of game time (a second). A D&D 3.0+ combat round is 6 seconds long (6 GURPS turns) and an AD&D 1-2 combat round is about a minute (60 GURPS turns). For this reason it is best to have a general idea on how skilled a character is regarding combat skills in relation to the D&D combat round because in GURPS terms they are pathetic." Speaking of D&D: "These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors." Elsewhere it is flat out stated "As has been detailed, hit points are not actually a measure of physical damage, by and large, as far as characters (and some other creatures as well) are concerned." So even in D&D the character isn't just standing there if the player is in Do nothing mode - per the hit points they are Dodging, Blocking, and Parrying blows. All GURPS is remove that abstraction so you don't have the silliness of Tiamat unleashing all five of her breath weapons into a fighter's face, the fighter surviving, and then introducing Tiamat to his Hammer of Thunderbolts. A variant of this nonsense was outlined in "History of a game that failed" Dragon #99 (July 1985) and was quite possible with the way D&D hit points worked back then. |
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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: Quote:
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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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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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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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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. |
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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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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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Another vote for forcing perception rolls. There is a blurb in tactical shooting that outlines the basics.
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I don't mind Do Nothing being a maneuver, especially in the context of it being 'forced' from stun or to avoid getting knocked out from low HP. I dislike the idea of using it as punishment. |
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I really suggest taking a good look at the Maneuver table on the GURPSwiki and note what options each Maneuver gives. I say this because there seems to be this misconception that Do Nothing means the character has gone into 'deer in headlights' mode and just stands there as the opponent pounds on them/cuts them to pieces. That is not what happens with Do Nothing. I agree that perhaps Do Nothing should have been called something else - perhaps Stand Still. |
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If anything, Do Nothing is generous. People often freeze in combat when presented with the unexpected, losing the ability to make Active Defenses. |
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Its just fiddly to represent all the different reasons why so many people spend so much of a fight doing nothing, and to give game-mechanical benefits for spending a second observing the situation (like The Last Gap to represent that Do Nothing is less tiring than Move, or house rules about how much information the GM gives the players to represent how people in a fight spend time trying to figure out what is happening and choose a next move). |
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As for the second part, yes house rules (which I sort of put Pyramid articles under) can change things. But I already use Concentrates and Evaluates for letting players gain knowledge since at least some of that is intended (Kromm talks about using a Concentrate and an appropriate skill roll to do things like figure out how much damage a foe has taken and what thresholds of HP they've crossed). |
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What if, for taking a Recovery Event (Do Nothing, Evaluate, or Wait manoeuvre), a player can gain extra action points when they make a successful Perception roll, Tactics roll, or other relevant "OOD" roll? Provided the roll was for something useful, and does not turn the event into a Strenuous Event, as determined by the GM at the time.
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I am saying that in the Basic Set Do Nothing does not accomplish anything, but it does not make the situation worse either. In real fights, a common reason people don't do anything effective is that they don't see an effective action, or that action is more dangerous than they like (stepping into Reach of someone with something sharp and pointy, moving out of cover) or it is blocked on someone else doing something. This is sort of like Time Use sheets: without house rules characters will be far more effective at self-improvement than most human beings, but introducing those house rules is not punishment, its just switching the tone in a gritty/slice of life direction. |
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1) Running away (either half move from AoD or Move maneuver) 2) Staying put or stepping The main situation AoD doesn't quite work is Change Posture, but Dodge and Drop might already be getting them there, too. Although I could see improper Waits never triggering which after-the-fact look like Do Nothing. Mind, you also have to take into account of the common Combat Paralysis and Surprise. Both can very well emulate why a normal person is actually doing nothing useful. |
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I'm starting to get a real 'wait I'm confused; what was I fixing again? Oh look a puppy.' vibe from some this. |
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SQUIRREL! |
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That makes perfect sense. Also, did not know Waits were not secret. Welp, time to change up how battles work.
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Some anecdotes: Your opponent's arm will be slightly out of place, but are they feinting, or is there an actual opening you can exploit? And if it is a feint, can you still take advantage of it? Their feet are slightly out of sync with their arms, but you can't move in to capitalize on it, because you're slightly too far back. And so on. A lot of RPGs are much more static than "actual" (practice) combat, including GURPS (albeit to a lesser extent than most). The circular motion you get in any fight that goes for more than 2-3 seconds just doesn't generally happen (in RPGs). Also, this thread has managed to dig up memories from many years ago. :) |
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See the GURPS wiki's GURPS Martial Arts for a long list of the styles in both books. Also cinematic styles such as Ranma 1/2's Musabetsu Kakutō Ryū aka Anything Goes Martial Arts (effectively a beefed up satire of Jeet Kune Do) have a Wait state that give the impression of not being ready at all. While most of the "Techniques" in Musabetsu Kakutō Ryū are jokes that would work only on the very gullible (Hey, look a 10,000 yen note ie about $9 US behind you) the style there has some really insane ki manipulation techniques. I originally wrote up Mousse for 4e using GURPS Classic Martial Arts and have fully brought him up to 4e on the GURPSwiki |
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As for real-world martial arts, watch some matches of various forms of martial arts. If the initial exchange does not result in a win, I have rarely seen a pair of martial artists not start circling. As for the rest of my statements, position, timing, and footwork are the core of every single practical martial art, and you will not find a single practical martial art that does not use them. These three things; position, timing, and footwork, are recognizable in every single real-world practical martial art. |
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Side note: Anything on page 336 and below (Characters) is accessible to the players. Now 337 and above (Campaigns) could be considered the GURPS equivalent of the DMG but as mentioned Combat Lite is in the Characters section. Now the advanced combat system - that is in the Campaigns and personally I tend to avoid it as it can get D&D4e levels of bogged down if you or your players really aren't familiar with the Combat Lite version of the GURPS combat system. |
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Per the Belt system in GURPS (Classic) Martial Arts some styles take far more work to get to the "black belt" level then others. For example, Kyokushin has 3 skills and 12 techniques while Isshinryu has 3 skills but only 8 techniques so it is slightly harder to get to the 15 in all skills and learn all techniques for black belt status in the former then the later. Kalaripayit at 13 skills and 4 techniques is a real "ouchie". Do "black belts" in radically different styles really circle each other or that something that people at the lower levels do? |
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Evalute is vs a single, attackable in melee target (optional rules aside). Aiming is very specific - it only works vs a target you've been aiming at, so it's useless for detecting targets in general (and given the concentration required to aim effectively detecting anything that doesn't enter your LoS or is otherwise very obvious should come at a penalty to Perception). Wait presumably lets you roll to notice things, but note that what using Wait for Opportunity Fire, you have to roll (well, the GM rolls) for something as simple as "Is that guy a friend?", and taking the option to do so costs you -2 to Hit if you take the shot.
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However, I still watch various types of sparring videos on Youtube, and the circling seems universal. In cases where circling does not happen, they re-engage. Or the initial clash turned into a grapple; in which case arguably the initial clash didn't end. As for an explanation why; I don't know. It may be due to a natural instinct to try to get to the side or behind the opponent; it may be out of a hope that you can "pull" the opponent into making a mistake. Note that this is explicitly for one vs one; if there's more than two combatants, simple circling seems a lot less likely. |
Re: Fixing round length in GURPS
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There is Circle sparring but from what I have seen of it, it doesn't have actual circling. |
Re: Fixing round length in GURPS
Quote:
1) Rotated to 90-270. 2) Rotated *back* to 0-180. 3) Rotated to 180-0 (the opposite facing of which they started). This video proves, not disproves, circling. The second match starts with them rotating to 45-315 before a single blow is thrown. I rest my case on this video. In the second video, coincidentally Red Gloves is at 20 and Blue Gloves is at 200. The angles can be used as stated, with 90 degrees being towards the referee's starting position and 270 degrees being directly opposite the referee's starting position. By 6 seconds into the video, Red Gloves is at 180 and Blue Gloves is at 0. They then spend the next 9 seconds moving between 180-0 and 135-315. The match ends. The second match sees them rotate to 150-330 before the first blow is thrown. They then rotate to what looks like 110-290 before rotating to 10-190. The next exchange occurs from 330-150 to 350-170 - and breaks apart into 330-150. They then conclude at 70-250. And that's 54 seconds and the second match ends. I'm just going to watch the rest of the video without analysis and if you have a particular match you feel proves your case, please tell me the start time and end time. |
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