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KarlKost 06-29-2022 02:57 PM

Turn of Combat Reformulated - Velocity
 
It's been a long time that I've been wanting to change the "turn" in RPGs to better reflect the realism of different speeds. For example, the Flash doest do 1 attack, let his enemy also attack once and then launches 1 billion attacks before next turn.

So, it has been many years I've been wanting to introduce a measure of "Velocity", which hasnt been easy at all. Here's how Im building it, along with a few considerations:

Altered Time Rate = 100/10 = 10CP / +/- 1
  • Each Multiple of 10 of Velocity above 10 will factually increase the amount of actions by 100% compared to an average human (Velocity 10). So at Velocity 20 it would double, at Velocity 30 triple and so on, therefore each 10 levels of Velocity are just like 1 level of Altered Time Rate; dividing it's cost by 10 we get the cost of each level.
Enhanced Defenses (all) = 30CP / +/- 1
Striking ST = 5CP/lvl
  • Striking ST is absolutely realistic for higher speeds; the faster you strike, the harder the impact
Deceptive Attack = 18CP +/- 1
2 × (DX for Combat) - GURPS Power Ups 9 - Alternate Attributes
  • This will be used to give +/- 1 penalty to the active defenses of the adversaries for each +/- 1 to Velocity above 10
DX Costs
  • 9 Combat
  • 3 Athletics
  • 2 Transport
  • 1 Sneak
  • 5 Basic Speed

Final Cost of Velocity: +/- 60CP/lvl (63, rounded to 60 for simplicity)
+/- 0.6 CP per 0.01 Velocity (yes, you keep and use all fractions)

Velocity = (Per + 4×DX)/5
Per Contribution: 12 CP/lvl
DX Contribution: 48CP/lvl
OR
Velocity = (Per + DX)/2
Per Contribution: 30CP/lvl
DX Contribution: 30CP/lvl
OR
Velocity = (2×Per + 3×DX)/5
Per Contribution: 24CP/lvl
DX Contribution: 36CP/lvl
  • Human Max: V 20

Increasing Per or DX by those huge amount however may not be the best option. Therefore it may be best to modify this to reduce the impacts of attributes (therefore the costs). Therefore:

Velocity = 5 + (Per + 4×DX)/10
Per Contribution: 6CP/lvl
DX Contribution: 24CP/lvl
OR
Velocity = 5 + (Per + DX)/4
Per Contribution: 15CP/lvl
DX Contribution: 15CP/lvl
OR
Velocity = 5 + (2×Per + 3×DX)/10
Per Contribution: 12/lvl
DX Contribution: 18/lvl
  • Human Max: V 15

That however still do not seem to suffice, due to the high prices that this would bring to the Attributes, therefore it's interesting to reduce it even further:

Velocity = 8 + (Per + 4×DX)/25
Per Contribution: 2.4CP/lvl
DX Contribution: 9.6CP/lvl
OR
Velocity = 8 + (Per + DX)/10
Per Contribution: 6CP/lvl
DX Contribution: 6CP/lvl
OR
Velocity = 8 + (2×Per + 3×DX)/25
Per Contribution: 4.8CP/lvl
DX Contribution: 7.2CP/lvl
  • Human Max: V 12

Now those values are more manageable; considering that DX earns a discount of -5 (bellow), it's interesting to keep DX as the main contributor, and we can round values for commodity, therefore the math for Velocity and the increased costs of attributes would be (already with the -5 discount for DX)

Velocity = 8 + (Per + 4×DX)/25
Per: extra +2/lvl (New cost Per: +/- 7/lvl)
DX: extra +5/lvl (New Cost DX: +/- 25/lvl)
OR
Velocity = 8 + (2×Per + 3×DX)/25
Per: extra +5/lvl (New cost Per: +/- 10/lvl)
DX: extra +2/lvl (New Cost DX: +/- 22/lvl)

For this to work better, it would be ideal to separate IQ from Per, reducing the price of IQ from 20 to 15, otherwise the increased price of Per would add to IQ too.

If you dont wanna deal with that, there's the option of using only DX, therefore:

Velocity = 8 + DX/5
DX Contribution: 12CP/lvl
DX: extra +7/lvl (New Cost DX: +/- 27/lvl)



Basic Speed and Basic Moviment Reformulated
So, with Velocity we just ditch Basic Speed altogheter, which inherits some discounts, and also comes the need to reformulate Basic Move. Therefore:

Basic Speed (no Basic Move) 15CP/lvl = (DX + HT)/4
DX Contribution: 3.75CP/lvl
HT Contribution: 3.75CP/lvl
Basic Move (Regular) = (HT + DX)/4 (drop fractions) +/- 5/lvl
HT Contribution: 1.25CP/lvl
DX Contribution: 1.25CP/lvl
Basic Move (Reformulated) = HT/2 (dont drop fractions) +/- 5/lvl
HT Contribution: 2.5CP/lvl
  • Your Basic Move now shows how far you can move during the spam of each one of your actions. This means that if you can act 4 times in the spam of a second, you could move 4 times faster during that period

Without Basic Speed, this means that DX and HT get 3.75 points cheaper. With Basic Move no longer having DX, it means that DX gets a further discount of 1.25, for a total of 5 points cheaper. HT however being the only controller for Basic Move gets 1.25CP more expensive, but with the discount from B.Speed gives a total discount of 2.5CP. Therefore:
DX: -5CP
HT: -2.5CP

Now, since HT is too good and already too cheap, but also for simplicity sake, instead of applying the -2 discount to HT, we'll apply it to DX, which will already be too expensive and will have the benefit of rounding it up nicely. Therefore:

Velocity = 8 + (2×Per + 3×DX)/25
Per: extra +5/lvl (New cost Per: +/- 10/lvl)
DX: extra +0/lvl (New Cost DX: +/- 20/lvl)
OR
Velocity = 8 + DX/5
DX Contribution: 12CP/lvl
DX: extra +5/lvl (New Cost DX: +/- 25/lvl)
  • PS: keep all fractions. Each 0.01 can be bought up by 0.6CP, and even the fractional value will be useful in the second part.

Dodge/Initiative - either:
  • 3 + (Per + DX)/4
OR
  • 3 + DX/2
PS: the CP value of those has already being discounted from Basic Speed and added in Velocity

Depending on either or not you use Per for Velocity.

After all of that fuzz, we get the following list for the times of a normal punch:

V1 = 10/1 = 10s
V2 = 10/2 = 5s
V3 = 10/3 = 3.33s
V4 = 10/4 = 2.5
V5 = 10/5 = 2s
V6 = 10/6 = 1.67s
V7 = 10/7 = 1.43s
V8 = 10/8 = 1.25s
V9 = 10/9 = 1.11s
V10 = 10/10 = 1s
V11 = 10/11 = 0.91s
V12 = 10/12 = 0.83s
V13 = 10/13 = 0.77s
V14 = 10/14 = 0.71s
V15 = 10/15 = 0.67s
V16 = 10/16 = 0.63s
V17 = 10/17 = 0.59s
V18 = 10/18 = 0.56s
V19 = 10/19 = 0.53s
V20 = 10/20 = 0.50s
V21 = 10/21 = 0.476s
V22 = 10/22 = 0.455s
V23 = 10/23 = 0.435s
V24 = 10/24 = 0.417s
V25 = 10/25 = 0.400s
V26 = 10/26 = 0.385s
V27 = 10/27 = 0.370s
V28 = 10/28 = 0.357s
V29 = 10/29 = 0.345s
V30 = 10/30 = 0.333s
...
V40 = 10/40 = 0.250s
...
V50 = 10/50 = 0.200s
...
V60 = 10/60 = 0.167s
...
V70 = 10/70 = 0.143s
...
V80 = 10/80 = 0.125s
...
V90 = 10/90 = 0.111s
...
V100 = 10/100 = 0.100s
...
V200 = 10/200 = 0.050s
...
V300 = 10/300 = 0.033s
...
V400 = 10/400 = 0.025s
...
V500 = 10/500 = 0.020s
...
V600 = 10/600 = 0.0167s
...
V700 = 10/700 = 0.0143s
...
V800 = 10/800 = 0.0125s
...
V900 = 10/900 = 0.0111s
...
V1000 = 10/1000 = 0.0100s

V = 10/Vx

Altered Time Rate doubles the rating of Velocity - ie someone with Velocity 10 and Super Speed 1 would have a final Velocity of 20, while someone with V20 and SS1 would have a final V40.

Likewise, Enhanced Move doubles the final mobility

I'll still think on Maneuvers - for example, a quick punch could increase V by 20%, a slow powerful punch decrease it by 20% and pulling a trigger could be x5 or x10 the V (I'll research what's the max human capacity of pulling a trigger in a second)

Summary: each point of Velocity (V) above 10 reduces the time required for all actions, gives a +1 bonus to ALL active defenses (Dodge, Parry, Block) and inflicts a penalty of -1 to ALL active defenses of your adversaries. Costs: +/- 60CP/lvl (max +3 for humans)

KarlKost 06-29-2022 02:57 PM

Re: Turn of Combat Reformulated - Velocity
 
Ok, so we got the costs, but how exactly would that work in combat?

Well, the first obvious answer is that Velocity will determine Active Defenses. Each point above/bellow the human average will grant +/- 1 to ALL active defenses, while imposing a penalty of +/- 1 to the active defenses of the adversary - therefore, it's the same as imposing a penalty equivalent to the difference of Velocity between the two, since the adversary will also be gaining/losing bonuses to his own active defenses.

Example:
V 12 vs V 11
V 12: active defenses +2, adversary active defenses -2
V 11: active defenses +1, adversary active defenses -1
V 12: if Dodge 8, final Dodge = 8 +2 -1 = 9
V 10: if Dodge 8, final Dodge = 8 +1 -2 = 7

This is realistic, giving faster fighters better reflexes and making them harder to predict.

Does that mean that it's basically impossible to defend or hit a super speedster with V1000?

YES! Absolutely!

A Speedster with V1000 acts once every 0.01 seconds! This mean that such a super takes 100 regular actions in a single second! You SHOULDNT be able to even see his movements, let alone be able to react to those!

Now comes the harder part, because the purpose of all that math is to allow a compreensive set of actions; for example, if a nornal human (V10) is (trying to) fight a Speedster with V1000, the Speedster should hit 50 times, the normal human would finish his one action, and then the Speedster would launch another 50 attacks and only then would a new turn begin, in that exact sequence.

Now, in order to simulate that, here's what we are gonna do:

Take the Reaction Time (RT) of each person involved in the action. Reaction Time is always 1/V.
Example
  • Fighter A - V11 = RT 1/11
  • Fighter B - V12 = RT 1/12
  • Fighter C - V13 = RT 1/13
  • Fighter D - V14 = RT 1/14
  • Fighter E - V15 = RT 1/15

Now we find the Least Common Multiple (LCM) in order to place all of those under the same divisor:
LCM 11, 12, 13, 14, 15 = 60.060

And now we apply that to all the fractions:
  • Fighter A = 5.460/60.060
  • Fighter B = 5.005/60.060
  • Fighter C = 4.620/60.060
  • Fighter D = 4.290/60.060
  • Fighter E = 4.004/60.060

We can just simply eliminate the divisors for all now:
  • Fighter A = 5.460
  • Fighter B = 5.005
  • Fighter C = 4.620
  • Fighter D = 4.290
  • Fighter E = 4.004

This gives the amount of "ticks" that each of this fighters take to complete a single, regular action; therefore, the faster the fighter, in less ticks he completes his actions, therefore the lower this number, the better

To know what amount of "ticks" correspond to 1 second, use the "control" parameter of an average human of V10, in this case:

V10 = 1/10 = 6.006/60.060 = 6.006 ticks/second.

Now comes the action sequence; "Fighter E" goes first with 4.004 ticks, followed by "Fighter D" with 4.290 and so forth.

Now gets the sequence of actions. For a quick table between "Fighter E" and "Fighter A to compare how would that play out, and the table of 1 second "turns":

Fighter E
  1. 4.004
  2. 8.008
  3. 12.012
  4. 16.016
  5. 20.020
  6. 24.024
  7. 28.028
  8. 32.032
  9. 36.036
  10. 40.040
  11. 44.044
  12. 48.048

Fighter A
  1. 5.460
  2. 10.920
  3. 16.380
  4. 21.840
  5. 27.300
  6. 32.760
  7. 38.220
  8. 43.680

Ticks per Second
  1. 6.006
  2. 12.012
  3. 18.018
  4. 24.024
  5. 30.030
  6. 36.036
  7. 42.042
  8. 48.048

Now, we those tables it gets easy to determine the order of actions of each fighter:

Fe(4.004), Fa(5.460), 1s(6.006)

Fe(8.008), Fa(10.920), Fe (12.012), 2s(12.012)

Fe(16.016), Fa(16.380), 3s(18.018)

Fe(20.020), Fa(21.840), Fe(24.024), 4s(24.024)

Fa(27.300), Fe(28.028), 5s(30.030)

Fe(32.032), Fa(32.760), Fe(36.036), 6s(36.036)

Fa(38.220), Fe(40.040), 7s(42.042)

Fa(43.680), Fe(44.044), Fe(48.048), 8s(48.048)

So, to make a clean table, the order of actions would be as follow:

Actions per Second
  1. s - E / A
  2. s - E / A / E
  3. s - E / A
  4. s - E / A / E
  5. s - A / E
  6. s - E / A / E
  7. s - A / E
  8. s - A / E / E

Meaning that in this small interval of 8 seconds, Fighter E will have acted a total of 12 times, while fighter A will only have acted 8 times.



Now, obviously all this math is impractical to be done with paper and pen in the middle of play, hence my problem. A friend of mine said he's willing to make an app for that, so the idea is that you just place each person's Velocity and the app gives you the final actions per second table, but I dont know if he'll do it. This can also be done on Excel I suppose. Im trying to learn how to make an app, but I dont know if I can do it.
Anybody would be willing to land a hand? It's for a good cause...

Varyon 06-29-2022 03:50 PM

Re: Turn of Combat Reformulated - Velocity
 
So... is the idea here to basically break up the turn into shorter time periods, with characters who operate at super speeds being able to take their "turn" multiple times in a single second, possibly with what they do on their turn influencing how long it takes before they get another (so if you punch - or do a thrust attack - your next action becomes available sooner than if you took a swing)?

I've explored the idea before, and it honestly ends up too complicated to honestly use in play, even with a spreadsheet program to keep track of things (also, it typically requires a spreadsheet program to keep track of things). But you can see some of my previous attempts here and here. Humorously, I still have an almost-complete third version that's a bit more simplified (actually, a lot more, enough it might even be usable at the table), based on my Combat Posture system (specifically, using the Maneuver Points there), in limbo on my blog (but only the part I can access - I never published it). I got stuck trying to work out how to properly handle rapid fire weapons (the bane of any such system) and never resolved it, so it's been there for a few years now, honestly, and probably isn't going anywhere anytime soon...

KarlKost 06-29-2022 05:11 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Varyon (Post 2439813)
So... is the idea here to basically break up the turn into shorter time periods, with characters who operate at super speeds being able to take their "turn" multiple times in a single second, possibly with what they do on their turn influencing how long it takes before they get another (so if you punch - or do a thrust attack - your next action becomes available sooner than if you took a swing)?

I've explored the idea before, and it honestly ends up too complicated to honestly use in play, even with a spreadsheet program to keep track of things (also, it typically requires a spreadsheet program to keep track of things). But you can see some of my previous attempts here and here. Humorously, I still have an almost-complete third version that's a bit more simplified (actually, a lot more, enough it might even be usable at the table), based on my Combat Posture system (specifically, using the Maneuver Points there), in limbo on my blog (but only the part I can access - I never published it). I got stuck trying to work out how to properly handle rapid fire weapons (the bane of any such system) and never resolved it, so it's been there for a few years now, honestly, and probably isn't going anywhere anytime soon...

Yes, that's the idea, and yes it needs a program to help. I was hoping to have an app, it would be far simpler, a friend of mine said he can make an app but have no idea about the math on it, so I did the math. That friend of mine is brazilian too, but he lives in a boat and he's now in French Polynesia, I'll give him the link of this and see if he can make good of his word.

An app would be the easiest, and you would only need to push a button to show the results, a spreedsheet would be kinda polluted but still manageable.

Take a look at my previous post, I had reserved it to edit with all the math needed, the work is all there and the only part a little harder is to actually make the damn sheet. After it's done thou you just place the Velocities and (hopefully if it's everything right) it already gives you all the action orders and even the modified active defenses for everybody

Just check me second post in this thread

KarlKost 06-29-2022 06:02 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Varyon (Post 2439813)
I got stuck trying to work out how to properly handle rapid fire weapons (the bane of any such system) and never resolved it, so it's been there for a few years now, honestly, and probably isn't going anywhere anytime soon...

Honestly, if this is done into a program, the only inconvenience is having to put the Velocities into it. Since all speeds will be a function of "ticks", anything faster or slower would simply increase or decrease the amount of ticks, which the program would automatically adjust; that would include Rapid Fire, so in the example of my Fighter E above with 4.004 "ticks" per action, lets assume that some Rapid Fire weapon is 10x faster than a punch, then his ticks acount would drop to 400.4

Ideally, this would all be invisible to users, you would just place your Velocity, than there would be a buttom for each different action - so for instance, if a Swing gives +10% in speed (meaning it's slower), my example above would go from 4.004 to 4404.4 ticks for the next action, which the program would calculate automatically, adding that value for the next roll of action of the player or NPC; if it's a Rapid Fire, the player will just press the "Rapid Fire" buttom and his tick count will be added by the system on rounds of 400,4 each (meaning the player would should 10 times before any other act).

The only problem I always had is that I dont know programming :)

Polydamas 06-29-2022 06:03 PM

Re: Turn of Combat Reformulated - Velocity
 
I think Altered Time Rate is the official GURPS trait for characters like the Flash. No comment on the virtues of it or any other rules (I have never used it).

KarlKost 06-29-2022 06:15 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Polydamas (Post 2439827)
I think Altered Time Rate is the official GURPS trait for characters like the Flash. No comment on the virtues of it or any other rules (I have never used it).

Bah, yes, I forgot the exact name of the advantage at the moment, so I called it "Super Speed"... I'll edit it

KarlKost 06-29-2022 06:58 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Polydamas (Post 2439827)
I think Altered Time Rate is the official GURPS trait for characters like the Flash. No comment on the virtues of it or any other rules (I have never used it).

The problem of Altered Time Rate is that The Flash doesnt do 50 billions of actions, then the Batman throws a single Batrangue, and the Flash does another 50 billions actions in 1 second.

With Altered Time Rate, the Flash does a single action, then Batman throws a single Batrang, and the Flash does 99.999.999.999 actions afterwards.

Also, unless you also buy ungodly amounts of Enhanced Defenses, you can have Altered Time Rate 5000 that you'll be just as easily to hit as the next guy, and you need ungodly amounts of combat skills to mimic being easy to target a "slow moving" (from your perspective) target, in order to take insane levels of Deceptive Attack, tanking insane levels of skill penalty to nullify the active defenses of your adversaries. That's not exactly how it goes.

The way I built it, you'll actually have an easier time hitting and avoid being hit the faster you are, like a real Speedster.

But that not for Speedsters only, even small changes within human ramge would have an impact. And you can buy the trait in the order of 0.01 apiece; for example, having Velocity 11,24 is slighthly faster than 11,07, and it would be calculated at full by the program (just as an example, Velocity 11,24 would be 1 action every 0.890seconds whike V 11,07 would be 1 action every 0.903, a difference of 0.013 seconds more or less. Now compare those to V 11 full, which is 1 action every 0.909 seconds, and you can note the tiny differences between each fighter)

Polydamas 06-30-2022 11:08 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439833)
The problem of Altered Time Rate is that The Flash doesnt do 50 billions of actions, then the Batman throws a single Batrangue, and the Flash does another 50 billions actions in 1 second.

I don't follow superheroes, but if Flash runs 100 metres then that is 15 or 20 Move maneuvres. I would give speed/range penalties to hit him, or in melee combat he can choose All-Out Defense as his last manuvre.

Varyon 06-30-2022 11:37 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439826)
Honestly, if this is done into a program, the only inconvenience is having to put the Velocities into it. Since all speeds will be a function of "ticks", anything faster or slower would simply increase or decrease the amount of ticks, which the program would automatically adjust; that would include Rapid Fire, so in the example of my Fighter E above with 4.004 "ticks" per action, lets assume that some Rapid Fire weapon is 10x faster than a punch, then his ticks acount would drop to 400.4

Ideally, this would all be invisible to users, you would just place your Velocity, than there would be a buttom for each different action - so for instance, if a Swing gives +10% in speed (meaning it's slower), my example above would go from 4.004 to 4404.4 ticks for the next action, which the program would calculate automatically, adding that value for the next roll of action of the player or NPC; if it's a Rapid Fire, the player will just press the "Rapid Fire" buttom and his tick count will be added by the system on rounds of 400,4 each (meaning the player would should 10 times before any other act).

The only problem I always had is that I dont know programming :)

The issue with rapid fire weapons in a system like this is that, by its nature, you're breaking things up into fractions of a second, meaning each bullet fired should be its own action... but realistically, rapid firing a weapon and firing a weapon a single shot at a time are two very different actions. But it's not right to have someone fire a full second's worth of bullets in a single instant (if you have a foe who gets to act 40 times in a second, and you're shooting at him with a weapon that has RoF 10, he should get four actions per bullet that is fired, rather than getting 10 actions, then having a barrage of bullets come at him, and then taking his remaining 30 actions). So how do you handle it? That's the sticking point I couldn't really get past. Having the character roll once for all the bullets that second when he starts firing (like with the GURPS default) either means other characters' actions during the turn have no influence (making it function as though all the shots were fired in an instant) or they have too much influence (as the firer can't adapt to what their doing, like a real shooter - particularly one with good reflexes - could). Assessing each shot as it happens either gives the shooter too much control (they're basically shooting as though they hadn't just let loose a bullet a fraction of a second ago) or too little (you'd need to use mounting penalties based on Rcl to avoid the shooter having too much control, but those rapidly get to the point where the shooter might as well be shooting at the moon). If you've got a good solution to that, I'd love to hear it.

Curmudgeon 06-30-2022 12:04 PM

Re: Turn of Combat Reformulated - Velocity
 
The first issue I have with Velocity is that the game slows down to a glacial pace if the velocities are too disparate. If you were to insist on resolving each of Flash's 500,000,000 actions first, the Batman's player is going to be waiting 13 years to declare his action (assuming you can resolve 1 action every second and don't do anything else for 24 hours a day, 7 days a week). If you're not going to resolve things action by action, then Velocity isn't needed and whatever you're using for a more rapid solution is the solution you're looking for.

For Velocities where the differential is 2:1 or less, a difference of exactly 2:1 is easily resolved as 1 level of Altered Time Rate. For a ratio less than that, it seems that Initiative by Speed should be an adequate solution. Granted nobody gets an extra action in, eventually, but at GURPS resolution, it seems like much work for little gain. Taking longer with a swing action than a thrust action is perhaps more easily dealt with as a house rule that penalizes speed when swinging as opposed to thrusting, say something like "declare your attack as a swing at your usual place in Initiative, but roll for success at Speed-0.5 in the Initiative list (roll a die to resolve order if you're tied with anyone at that Speed)."

Fred Brackin 06-30-2022 12:36 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439833)
The problem of Altered Time Rate is that The Flash doesnt do 50 billions of actions, then the Batman throws a single Batrangue, and the Flash does another 50 billions actions in 1 second.

With Altered Time Rate, the Flash does a single action, then Batman throws a single Batrang, and the Flash does 99.999.999.999 actions afterwards.

r)

I don't think so. To my understandind all Maneuvers enabled by ATR come in a single block. This is how even one level of ATR lets you do first an All Out Attack followed by an All Out Defense and nobody gets to attack you on their Turn while your AOA is in effect. They get your AOD instead.

KarlKost 06-30-2022 01:03 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Varyon (Post 2439921)
The issue with rapid fire weapons in a system like this is that, by its nature, you're breaking things up into fractions of a second, meaning each bullet fired should be its own action... but realistically, rapid firing a weapon and firing a weapon a single shot at a time are two very different actions. But it's not right to have someone fire a full second's worth of bullets in a single instant (if you have a foe who gets to act 40 times in a second, and you're shooting at him with a weapon that has RoF 10, he should get four actions per bullet that is fired, rather than getting 10 actions, then having a barrage of bullets come at him, and then taking his remaining 30 actions). So how do you handle it? That's the sticking point I couldn't really get past. Having the character roll once for all the bullets that second when he starts firing (like with the GURPS default) either means other characters' actions during the turn have no influence (making it function as though all the shots were fired in an instant) or they have too much influence (as the firer can't adapt to what their doing, like a real shooter - particularly one with good reflexes - could). Assessing each shot as it happens either gives the shooter too much control (they're basically shooting as though they hadn't just let loose a bullet a fraction of a second ago) or too little (you'd need to use mounting penalties based on Rcl to avoid the shooter having too much control, but those rapidly get to the point where the shooter might as well be shooting at the moon). If you've got a good solution to that, I'd love to hear it.

Someone that acts 40 times in a second (that would be... let me see... Velocity 400) would dodge the first bullet (with easy), catch up to the guy before the second bullet is fired and knock him up. As he flies away, probably the second bullet would fire too, but now with the weapon flying away from his hand.

The shooter rolls a single time, unless he's also a Superspeedster, in which case he could actually adapt to each single shot; the bullets however will be shot individually. The weapon itself would have it's own "Velocity", based on the RoF: for example, a gun with RoF 10 on full automatic, would be counted as "Velocity 100", meaning that each fire will be shoot in 0.1 seconds. If a char has V200, he can (easily) dodge the first bullet and cover the distance to the shooter in order to catch him just in time for the second bullet to get out.

Also, someone with V200 and a mere HT10 would be moving at 20×5 = 100 yards/s (roughly 100m/s), which means roughly 205miles/hour or roughly 360km/h. That's just 7.5 times slower than averages bullets themselves, and faster than Formula1 cars at top speed. If the shooter aint a Speedster himself, he simply cannot adapt - and if he is, he would be better served throwing knives.

(Now that I think about it, I probably should add Striking ST and remove Enhanced Move, since Altered Time Rate will already cover that).

Now, for normal humans (up to Velocity 15 at most), this doesnt mean much, except a Dodge penalty/bonus to hit the target; since ALL bullets will land before any single other action, the Dodge difference will be all that matters. For Speedsters, this might mean get 1, 2 or maybe 1/2 actions between bullets or some combination of that (1/2 action would mean 1 action for every 2 bullets for instance).

zoncxs 06-30-2022 01:04 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2439938)
I don't think so. To my understandind all Maneuvers enabled by ATR come in a single block. This is how even one level of ATR lets you do first an All Out Attack followed by an All Out Defense and nobody gets to attack you on their Turn while your AOA is in effect. They get your AOD instead.

This ^

ATR is very powerful, more so when turned into a Wildcard power. Supers 4e page 41. That is what I always use for my speedsters.

At low levels you got streel level speedsters. At high levels you get The Flash, higher still is Sonic The Hedgehog.

KarlKost 06-30-2022 01:36 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Curmudgeon (Post 2439930)
The first issue I have with Velocity is that the game slows down to a glacial pace if the velocities are too disparate. If you were to insist on resolving each of Flash's 500,000,000 actions first, the Batman's player is going to be waiting 13 years to declare his action (assuming you can resolve 1 action every second and don't do anything else for 24 hours a day, 7 days a week). If you're not going to resolve things action by action, then Velocity isn't needed and whatever you're using for a more rapid solution is the solution you're looking for.

For Velocities where the differential is 2:1 or less, a difference of exactly 2:1 is easily resolved as 1 level of Altered Time Rate. For a ratio less than that, it seems that Initiative by Speed should be an adequate solution. Granted nobody gets an extra action in, eventually, but at GURPS resolution, it seems like much work for little gain. Taking longer with a swing action than a thrust action is perhaps more easily dealt with as a house rule that penalizes speed when swinging as opposed to thrusting, say something like "declare your attack as a swing at your usual place in Initiative, but roll for success at Speed-0.5 in the Initiative list (roll a die to resolve order if you're tied with anyone at that Speed)."

If you have someone with Altered Time Rate 5000 the player with none will still have to wait all the 5001 actions of the speedster to play out.

The thing about that extra level of detail is that it also encompass how it becomes easier for a faster mover to hit a slower target - like for example anybody can always hit a turtle - and how it's harder for a slower mover to hit a faster target.

This new trait plays good both for insane differences as for small ones; for example, a V14 vs V12, both within human scope, would nevertheless present a significant difference when they fight, with the V12 guy suffering both -2 to his own dodge and facing a +2 higher dodge from his adversary.

I'll add Striking ST, since someone with V14 obviously punches harder than a V12 due to the speed of the impact alone.

Also, Velocites bellow 2:1 - in the human case, between 10 and 20 - means that a person CAN act faster than once a second - just not every second. At V15 for example (the normal human max), you act at 2/3 of a second - this means that every 2 second, you have 3 "turns". This cant be represented by by Altered Time Rate - and yet a skilled martial artist would be poorly served by being denied that advantage.

KarlKost 06-30-2022 01:37 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2439938)
I don't think so. To my understandind all Maneuvers enabled by ATR come in a single block. This is how even one level of ATR lets you do first an All Out Attack followed by an All Out Defense and nobody gets to attack you on their Turn while your AOA is in effect. They get your AOD instead.

What if the first guy has ATR 5, the second 3, the third 1 and the last none?

David Johnston2 06-30-2022 01:44 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439833)
The problem of Altered Time Rate is that The Flash doesnt do 50 billions of actions, then the Batman throws a single Batrangue, and the Flash does another 50 billions actions in 1 second.

With Altered Time Rate, the Flash does a single action, then Batman throws a single Batrang, and the Flash does 99.999.999.999 actions afterwards.

Is that a problem? Seems kind of like how comic book super-speed actually works. It's actually how the Flash can go up against a skilled guy with gimmicked boomerang or an ice gun and they at least get to get one lick in.

zoncxs 06-30-2022 01:46 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439951)
What if the first guy has ATR 5, the second 3, the third 1 and the last none?

A = 5
B = 3
C = 1
D = 0

Assuming that is also the initiative order.

then the order is:

A,B,C,A,B,A,B,A,A,A,B,C,D

Varyon 06-30-2022 01:48 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439943)
Someone that acts 40 times in a second (that would be... let me see... Velocity 400) would dodge the first bullet (with easy), catch up to the guy before the second bullet is fired and knock him up. As he flies away, probably the second bullet would fire too, but now with the weapon flying away from his hand.

If he starts 20 yards away, sure. But guns can be used from much further away than 20 yards. Someone who is 40x faster than a normal human would move at a rate of 200 yards per second, which is impressive... but there's only 0.1 seconds between bullets.

Quote:

Originally Posted by KarlKost (Post 2439943)
The shooter rolls a single time, unless he's also a Superspeedster, in which case he could actually adapt to each single shot; the bullets however will be shot individually.

Due to the way things are constructed here, a normal V10 character who happens to be next in the initiative order can easily get an action before more than one or two bullets have been fired. How do you handle that? It's not realistic that such a normal character would be able to cover a full 5 yards (his Move) and dive behind cover after only a single bullet has been fired. Also, if a target does move, does the shooter have the option of tracking them, or are they stuck shooting where the target used to be? In the latter case, a normal human can get out of the way of the bulk of a burst of fire simply by taking a Step, if he or she is lucky enough to be right behind the shooter in the initiative order.

Quote:

Originally Posted by KarlKost (Post 2439943)
If a char has V200, he can (easily) dodge the first bullet and cover the distance to the shooter in order to catch him just in time for the second bullet to get out.

If the shooter's only 10 yards away, sure.

Fred Brackin 06-30-2022 02:16 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439951)
What if the first guy has ATR 5, the second 3, the third 1 and the last none?

They all take their complete number of Maneuvers in inititiative order.

You start choosing Maneuvers when your turn begins. Then you play out the effects of those Maneuvers in one block and you remain in the status (AoA, AoD, etc) of your last maneuver until your next Turn begins with another round of Maneuver choices.

After you've played out the effects of your last Maneuver the Turn of the next player in the initiative order begins and so on.

If you want to break up the effects of ATR to deny the possessor one of its' most important benefits......well, it's _your_ game but you're way out in House Rules land.

KarlKost 06-30-2022 02:29 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Varyon (Post 2439954)
If he starts 20 yards away, sure. But guns can be used from much further away than 20 yards. Someone who is 40x faster than a normal human would move at a rate of 200 yards per second, which is impressive... but there's only 0.1 seconds between bullets.

Someone that moves 40x times faster than an average human - which would be V400 (which would also cost 24.000CP such as is by the way) would perform 1 action every 0.025s. That's 4x times than each bullet leaves the gun. This means that, in the inbetween of one bullet and the next, such person would have acted 4 times. If he has a mere average human HT (10), his Basic Move would be 5, meaning that should he decide to use all those actions just to move, he would've covered 20 yards (roughly 20 meters) before the second bullet left the gun IN ANY DIRECTION. So, unless you're stupid enough to just simply dive in front of the weapon, even if you're 1 km away (or 1 mile) that wouldnt be a problem since you're effectively impossible to follow; not to mention that you'd get a bonus of +390 to your dodge (as long as you can be aware of the attack of course), so the only way to be hit would be A.) Running straight foward in exact the direction from which the fast moving objects are comming from and B.) Rolling a critical failure at the Dodge roll.


Quote:

Originally Posted by Varyon (Post 2439954)
Due to the way things are constructed here, a normal V10 character who happens to be next in the initiative order can easily get an action before more than one or two bullets have been fired. How do you handle that? It's not realistic that such a normal character would be able to cover a full 5 yards (his Move) and dive behind cover after only a single bullet has been fired. Also, if a target does move, does the shooter have the option of tracking them, or are they stuck shooting where the target used to be? In the latter case, a normal human can get out of the way of the bulk of a burst of fire simply by taking a Step, if he or she is lucky enough to be right behind the shooter in the initiative order.

Yes, I probably forgot to explain this part. You start your action by the beggining of your tick acount, but only finish it by the start of the next.

As an hypothetical example: assume we have 2 fighters, the first that has a tick account (after all the math done by the app) of 300, and the second with a tick of 200.

So, obviously the one with 200 ticks will act 1.5 faster. So let's see:

A 200 ticks (starts 1st action)
B 300 ticks (starts 1st action)
A 400 (concludes 1st action and starts 2sd)
A 600 (concludes 2sd ction, starts 3rd), B 600 (concludes 1st action, starts 2sd)

This means that, at 400 ticks, Fighter A can actually "interrupt" the Fighter B action midway (with a knockback from a punch, for instance), BEFORE Fighter B have actually had time to conclude it.

Imagine me or yourself fighting Bruce Lee. We start a good punch on his face when BAM! We dont even finish the movement of our arms because he hit us in the face and we lose our balance, tripping behind. Our arm never even got near his face. It would play just like I described for the example above - which would be EXACTLY a fight between a V10 average human and a V15 human max, the V15 would hit us once (lets assume he misses this time, just so we a chance), we start our movement towards his face, but midway to reach it, the Martial Artist hit us again BEFORE we reach his face (and probably knocking us down with a broken jaw)

DangerousThing 06-30-2022 02:31 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by David Johnston2 (Post 2439952)
Is that a problem? Seems kind of like how comic book super-speed actually works. It's actually how the Flash can go up against a skilled guy with gimmicked boomerang or an ice gun and they at least get to get one lick in.

Personally I represent a speedster punching some ridiculous amount of times as an innate attack. It makes it much easier than meddling with the length of a combat turn.

KarlKost 06-30-2022 02:44 PM

Re: Turn of Combat Reformulated - Velocity
 
In this, initiative will only count towards the very start of combat, and only for surprise; at every full reaction-time, the surprised person gets to roll IQ normally to "snap out" of it. So, someone that has V20 and acts once every 0.5 seconds, would get 2 attempts to snap out of surprise per second. Someone with V1000 would get 100! And probably would murder any of the attackers that "surprised" him before they could even pull a trigger (for example, if it took him 20 rolls to recover from surprise, he would still have a good 0.8 seconds left to act - enough to act 80 times lol).

When combat begins, it's like a "mini-surprise": everybody rolls, the lower initiative starts; let us give an example:

Fighter A - 500 ticks; critical success on initiative, acts first
Fighter B - 200 ticks; not so good in the initiative roll

So, the first one to act due to initiative, starts his action IMMEDIATLY; all others can only start acting AFTER a FULL tick account. So:

Tick 0: A starts first action
Tick 200: B starts first action
Tick 400: B finishes first action, starts second
Tick 500: only now A concludes his first action (assuming he wasnt interrupted) and starts his second.

This means that a Speedster much faster than the adversary can "catch up" even if he failed initially to "begin hostilities".

This would be the case of one of us seeing Bruce Lee on the streets and trying to test our luck, out of the blue; even thou we began the action, he probably would hit us before we even managed to conclude our pathetic attempt

KarlKost 06-30-2022 02:46 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by zoncxs (Post 2439953)
A = 5
B = 3
C = 1
D = 0

Assuming that is also the initiative order.

then the order is:

A,B,C,A,B,A,B,A,A,A,B,C,D

Yeah.. Doesnt make much sense. Those should be equally distributed all over

KarlKost 06-30-2022 02:54 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2439957)
They all take their complete number of Maneuvers in inititiative order.

You start choosing Maneuvers when your turn begins. Then you play out the effects of those Maneuvers in one block and you remain in the status (AoA, AoD, etc) of your last maneuver until your next Turn begins with another round of Maneuver choices.

After you've played out the effects of your last Maneuver the Turn of the next player in the initiative order begins and so on.

If you want to break up the effects of ATR to deny the possessor one of its' most important benefits......well, it's _your_ game but you're way out in House Rules land.

This entire thread is a house rule. There's no possible way to break ATR into packages of 10 (let alone in pieces of 1000 as I would make possible for Velocity) under RAW.

For super fast actors, it doesnt change much: someone with V20 will act first, then also act another time while someone with V10 will only act after those 2.

This gets interesting however when considering someone with ATR 0.2 against someone with ATR 0.45 thou.

And this works equally way for Superspeed just as much as it works for just slightly faster/slower speeds, so it doesnt just go for sonic vs the turtle, but it actually serves well for the "Great White Dragon" vs "The Fury of the East" in a martial arts tournament.

KarlKost 06-30-2022 03:03 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by David Johnston2 (Post 2439952)
Is that a problem? Seems kind of like how comic book super-speed actually works. It's actually how the Flash can go up against a skilled guy with gimmicked boomerang or an ice gun and they at least get to get one lick in.

That actually usually involves Flash doing something stupid.

Since he gets 1 billion actions before his adversaries, that in game mechanics terms would mean he gets a critical failure along those.

Lets forget those absurdly high numbers thou, because either with RAW ATR or my "Velocity", the amount of CPs to reach such ridiculous amounts would make a God look like a noob. The Flash for example moves at light speed (even faster), that would require 60 MILLIONS of levels of ATR, or 60 BILLIONS of char points. So lets forget that absurdity for a while.

Anthony 06-30-2022 03:33 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439966)
That actually usually involves Flash doing something stupid.

It's comic books. That's equivalent to "That involves the Flash doing what he normally does". A "turn" in a comic book is a panel, and guess what: the Flash doesn't get more panels than Batman.

zoncxs 06-30-2022 03:57 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439964)
Yeah.. Doesnt make much sense. Those should be equally distributed all over

Sorry, I always confuse ATR with Enhanced Time Sense (ETS). So that changes the order to:

A = 5
B = 3
C = 1
D = 0

A,A,A,A,A,A,B,B,B,B,C,C,D

If they Also have ETS, I would house rule what I did in the original post.

KarlKost 06-30-2022 08:35 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by zoncxs (Post 2439969)
Sorry, I always confuse ATR with Enhanced Time Sense (ETS). So that changes the order to:

A = 5
B = 3
C = 1
D = 0

A,A,A,A,A,A,B,B,B,B,C,C,D

If they Also have ETS, I would house rule what I did in the original post.

That's even worse!

KarlKost 06-30-2022 08:36 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Anthony (Post 2439968)
It's comic books. That's equivalent to "That involves the Flash doing what he normally does". A "turn" in a comic book is a panel, and guess what: the Flash doesn't get more panels than Batman.

Yeah well, in that "panel" he does 1 trillion punches thou

KarlKost 06-30-2022 08:39 PM

Re: Turn of Combat Reformulated - Velocity
 
So, I was also thinking, maybe this could use the "Super Effort +400%" Enhancement to kind of allow Speedsters in Supers games... It gets a little cheaper than ATR and with more stuff to it

Anthony 06-30-2022 08:58 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439992)
Yeah well, in that "panel" he does 1 trillion punches thou

Sure, but there's no need to treat that as multiple actions; it's just a multi-punch innate attack.

Fred Brackin 06-30-2022 10:43 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2439965)
This entire thread is a house rule. T

Sorry. It looked like you didn't understand the rules you were changing.

KarlKost 06-30-2022 11:41 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Anthony (Post 2439997)
Sure, but there's no need to treat that as multiple actions; it's just a multi-punch innate attack.

Err... No it isnt. Not technically, no. You COULD treat it as such, sure, since the end effect is almost the same - but it isnt the same thou. When Flash is fighting the Reversed Flash, it's pretty much like a "conventional" fight.

Also, even treating his punches as innate attacks dont account for his capability to run several times around the world in a mere second, or when in such a comics panel he finish 5000 task at the "same time" in a mere moment

Fred Brackin 06-30-2022 11:57 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2440013)

Also, even treating his punches as innate attacks dont account for his capability to run several times around the world in a mere second, or when in such a comics panel he finish 5000 task at the "same time" in a mere moment

Running around the world in X time is movement. Completing non-comabt tasks is that ATR enahncement from Powers.

KarlKost 07-01-2022 12:23 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2440017)
Running around the world in X time is movement. Completing non-comabt tasks is that ATR enahncement from Powers.

OR
It's just simple ATR

Fred Brackin 07-01-2022 10:10 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2440019)
OR
It's just simple ATR

<shrug>If you don't care how many thousands of pts more it costs or how poorly it fits the source material.

Running around the world or stacking up 5000 bricks is something that is not central to a Flash-like character's concept and indeed is little more than a cherry on top of that concept. It shouldn't cost thousands of pts and it doesn't need to be done in millisecond by millisecond detail.

Anthony 07-01-2022 11:10 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2440108)
Running around the world or stacking up 5000 bricks is something that is not central to a Flash-like character's concept.

I disagree that it's not central, but it's something that should be covered by a 'superspeed tricks' array of powers, not by a vast ATR.

KarlKost 07-01-2022 11:16 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2440108)
<shrug>If you don't care how many thousands of pts more it costs or how poorly it fits the source material.

Running around the world or stacking up 5000 bricks is something that is not central to a Flash-like character's concept and indeed is little more than a cherry on top of that concept. It shouldn't cost thousands of pts and it doesn't need to be done in millisecond by millisecond detail.

The Flash would cost a good billion CPs nonetheless. Enhanced Move is 20CP/lvl, I wont even do the Math for how much that alone would cost to reach (more than) light speed, but EM is "only" 1/5 of ATR. Now, I dont remember by head what's the discount on ATR for being non combat only - but even if it were -100%, that wouldnt cover much, since the Flash still need another two +100% Enhancements from Gurps Supers - I dont remember their names exactly and Im lazy right now to search, but the first is "super acceleration" - that is, you can reach max speed instantaneously in a very non Newtonian way, and the second is "non conservation of momentum", which is even more non Newtonian and allows making curves instantly without needing to maneuver or to desaccelerate or allowing you to stop from max speed to zero instantly. So that alone would already be +100% (it's in fact more) just for ATR, pumping it's price to over 200 CP per level just for doing tons of non combat stuff.

If we're felling funny, considering HT 20 and DX 20 (Basic Move 10), I'll round yards for meters (each yard is 0.91 something meters) as per Gurps recommendations, and the light speed being (more or less) 300 millions of meters per second, that means that the Flash would need 30 millions of levels for Enhanced Move alone, which would cost 600 millions of CP alone.

Now, the modified non combat ATR would cost (more than) 200 CP per level. So, maybe you dont want him to build castles at light speed (althought he does), so maybe "just" 100.000 non combat actions per turn would do the trick; that alone would be another 20 millions CP.

And now you finally add your innate attack on top of it, which granted, would pale in insignificance to the above costs.

The Flash is completely broken and not replicable in a balanced way for a Gurps game, unless the game is set in players with absurdly different CP levels; the Flash is even more broken than Superman, and there's very few "people" in either Marvel or DC comics that would cost more than him.

Edit: I didnt even considered a few other of his absurdities, like moving so fast that he can vibrate his molecules fast enough to allow him to go over walls (that one is way cheaper than any of the above thou, "only" 80 CP for Insubstantiality), running so fast that he actually goes ABOVE the speed of light and thus he can basically freely travel in time (again, much cheaper than the above) and being able to cross dimensions (like the "Speed Force Realm") and alternate realities, and even being faster than teleportation across the entire UNIVERSE, some other nonsense.
The Reverse Flash, in one story, took a bullet in his BRAIN, from one side to the other, by the "Batman" - it wasnt Bruce thou, it's an alternate reality upon which Bruce Wayne was killed by an unkown criminal in the alley instead of his parents, so his father became the "Batman", but a brutal executioner of criminals (and Bruce's mother became The Joker). Anyway, after taking a bullet in the head, the Reversed Flash managed to remain alive just by "slowing time", so the micro seconds it would take any normal human to shut down and die by taking a bullet in the head, he managed to "multiply" by an undefined amount of time. And many many other examples of absurd

zoncxs 07-01-2022 11:41 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2440129)
The Flash would cost a good billion CPs nonetheless....


The Flash (Power only)

ATR! 10 [4000]
Enhanced Move (Second Nature) 20 [1000]

He can run at 57,671,680 yards a second, or 117,964,800 mph (11 turns running at 5,242,880 yards per maneuver).

If he needs to REALLY run, ATR! gives him 1000pts to use how ever he can explain. Thats another 20 levels of EM.

Speed then becomes 5,497,558,138,880 per second. 18337.88 times faster than the speed of light!

And that is assuming a BM of 5!

Each level of ATR! gives another 100pts AND another maneuver.

All that for 5000pts to start.

No where near a billion.

Fred Brackin 07-01-2022 11:50 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2440129)

If we're felling funny, considering HT 20 and DX 20 (Basic Move 10), I'll round yards for meters (each yard is 0.91 something meters) as per Gurps recommendations, and the light speed being (more or less) 300 millions of meters per second, that means that the Flash would need 30 millions of levels for Enhanced Move alone, which would cost 600 millions of CP alone.

Okay, Base Move 10 and we want to hit 300,000,000. The important thing is that Enahnced Move is a _multiplier_ of x2 per level. A simple x 30,000,00 only needs 25 levels of EM (probably a little elss with exact calculations). The Enhancements from Supers are +50% each and considered forms of Cosmic.

The result is 10,000 pts which is a lot but more than 3 orders of magnitude less than the answer you got.

The Enhancement from Supers is called simply "Super-Speed" and costs +20% and if we gave this to our Flash-y character it would let him go from (say)ATR 20 for 20x the number of combat Maneuvers to the number in the Speed/Range Table for a x5000 multiplier for non-combat activities.

This is another 2400 pts but actually lets us take about 5 levels off the Enhanced Move.

So we're in the low tens of thousands of pt rather than millions or billions.

.....and once I take enough time to think it over 20 x2 x25 is only 1000 rather than 10,000. So we're in the mid-thousands rather than millions or billiopns

David Johnston2 07-01-2022 01:19 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2440140)
Okay, Base Move 10 and we want to hit 300,000,000. The important thing is that Enahnced Move is a _multiplier_ of x2 per level. A simple x 30,000,00 only needs 25 levels of EM (probably a little elss with exact calculations). The Enhancements from Supers are +50% each and considered forms of Cosmic.

The result is 10,000 pts which is a lot but more than 3 orders of magnitude less than the answer you got.

The Enhancement from Supers is called simply "Super-Speed" and costs +20% and if we gave this to our Flash-y character it would let him go from (say)ATR 20 for 20x the number of combat Maneuvers to the number in the Speed/Range Table for a x5000 multiplier for non-combat activities.

This is another 2400 pts but actually lets us take about 5 levels off the Enhanced Move.

So we're in the low tens of thousands of pt rather than millions or billions.

The ten thousand point range is of course a perfectly reasonable base for a starting member of the Justice League.

KarlKost 07-01-2022 08:01 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2440140)
Okay, Base Move 10 and we want to hit 300,000,000. The important thing is that Enahnced Move is a _multiplier_ of x2 per level. A simple x 30,000,00 only needs 25 levels of EM (probably a little elss with exact calculations). The Enhancements from Supers are +50% each and considered forms of Cosmic.

The result is 10,000 pts which is a lot but more than 3 orders of magnitude less than the answer you got.

The Enhancement from Supers is called simply "Super-Speed" and costs +20% and if we gave this to our Flash-y character it would let him go from (say)ATR 20 for 20x the number of combat Maneuvers to the number in the Speed/Range Table for a x5000 multiplier for non-combat activities.

This is another 2400 pts but actually lets us take about 5 levels off the Enhanced Move.

So we're in the low tens of thousands of pt rather than millions or billions.

.....and once I take enough time to think it over 20 x2 x25 is only 1000 rather than 10,000. So we're in the mid-thousands rather than millions or billiopns

Yeah, I was going to say it's in the thousands.

That's what you get when you try to get from the memory advantages that you never actually used before.

Now, every level of Enhanced Move actually doubles all those before? It's an exponential advantage thus?

I guess that's why I mistook it in my head, I dont remember any other advantage that is like that, with multiplicative levels rather than additive

Fred Brackin 07-01-2022 09:15 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2440218)
Y
Now, every level of Enhanced Move actually doubles all those before? It's an exponential advantage thus?

Yes, the total multiplier doubles with each level. The Powers section is all over the place as far as basic principles go though some Powers do increase logarythmically. It's sjutt he Speed/Range tale logarythm instead of a simpler doubling..

KarlKost 07-01-2022 09:21 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2440229)
Yes, the total multiplier doubles with each level. The Powers section is all over the place as far as basic principles go though some Powers do increase logarythmically. It's sjutt he Speed/Range tale logarythm instead of a simpler doubling..

Oh yes, the Speed Range Im familiar with, particularly for Super Strenght, I just never used Enhanced Move or ATR before thou, I always glanced over them, and just as much as glanced over those in both Powers and Supers, so I mixed it all up

whswhs 07-02-2022 06:17 AM

Re: Turn of Combat Reformulated - Velocity
 
I've taken a long time to comment on this, because it seems incredibly complicated and hard to understand. It seems as if you're trying to introduce a new stat to take the place of Basic Speed. I'm not seeing what function that new stat performs that isn't already covered by Basic Speed, but it seems to me that what you describe has some problems:

* When you say that Velocity 10 equates to Altered Time Rate 1, that seems to point to the idea that +1 to Velocity gives you an additional 1/10 action. But what is a tenth of an action? I don't see how that would have any relevance in combat. If the one-tenth actions are supposed to add up over the span of many terms, that's a lot of extra bookkeeping; if they just get dropped, they don't seem to be worth anything.

* If you are assuming actual increased speed as part of velocity, you're overlooking one important implication of speed: kinetic energy. If your fist is moving faster it inflicts more damage. If you suppose that a normal person inflicts on the order of 1d, then +1 damage on top of 1d would be on top of 3.5, which would be +(2/7)d, which would be 1.29x kinetic energy; +2 would be 1.57x; +3 would be 1.86x; +1d would be 2x. Velocity 11 would give you 1.21x kinetic energy, Velocity 12 would give you 1.44x, Velocity 13 would give you 1.69x, and Velocity 14 would give you 1.96x; rounding down, I would say that Velocity 12 gave you 1d+1, Velocity 13 gave you 1d+2, and Velocity 15 gave you 2d+1.

KarlKost 07-02-2022 08:09 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by whswhs (Post 2440293)
* When you say that Velocity 10 equates to Altered Time Rate 1, that seems to point to the idea that +1 to Velocity gives you an additional 1/10 action. But what is a tenth of an action? I don't see how that would have any relevance in combat. If the one-tenth actions are supposed to add up over the span of many terms, that's a lot of extra bookkeeping; if they just get dropped, they don't seem to be worth anything.

Actually it would be Velocity 20 that would equate to ATR 1, V10 would be normal average human, but yeah, this is basically it.
+1 Velocity would indeed be 1/10 of ATR; yes, a fight between someone with V10 and V11 would indeed be a close call, however the V11 would eventually act over the course of 10 seconds a total of 11 times, while the V10 only 10 times.
It's going to be a small difference, but that small difference - 1 action every second vs 1 action every 0.91 seconds - but that small difference can in fact be the difference between life and death (and in truth, +/-1 Velocity has a huge impact). It garantees that the faster fighter will have a privileged sequence of actions before the slower one.

There's more that it does than just that thou - the full meta-trait describes all that each round Velocity value does. It gives a bonus of +1 to all active defenses per +1 (above 10) of Velocity, and applies -1 to the active defenses of the adversaries.

And it does one more thing...


Quote:

Originally Posted by whswhs (Post 2440293)
* If you are assuming actual increased speed as part of velocity, you're overlooking one important implication of speed: kinetic energy. If your fist is moving faster it inflicts more damage. If you suppose that a normal person inflicts on the order of 1d, then +1 damage on top of 1d would be on top of 3.5, which would be +(2/7)d, which would be 1.29x kinetic energy; +2 would be 1.57x; +3 would be 1.86x; +1d would be 2x. Velocity 11 would give you 1.21x kinetic energy, Velocity 12 would give you 1.44x, Velocity 13 would give you 1.69x, and Velocity 14 would give you 1.96x; rounding down, I would say that Velocity 12 gave you 1d+1, Velocity 13 gave you 1d+2, and Velocity 15 gave you 2d+1.

...each level of Velocity has also 1 level of Striking ST, exactly to simulate the increase of kinetic energy. Granted, that would not form such precise correlated table, but I guess it's good enough. And yes, the idea would be to have indeed actual increased speed.

That's the reason why this ended up being so expensive, it's because it has a segmented ATR - for 10 points per lvl, it has increased defenses, which ended up being the most expensive part, 30 points/level, it has the "Deceptive Attack" sort of meta trait, which is more of a "DX applied to combat only", which would in theory be 9 CP/level; deceptive attacks give a -2 to skill to inflict a -1 to the active defenses of the oponent, so each lvl of Velocity has 2 levels of that "Combat Only DX", for 18 points/lvl, so that can be converted into a -1 to the adversaries active defenses, and it also have Striking ST for 5 points/level. The total would be 63, but I rounded to 60, particularly because the "Combat Only DX" is being used exclusively to deliver Deceptive attacks, thus the character wouldnt be able to enjoy any other benefits (in fact, that discount may even be bigger than that).

So, in truth, the most expensive parts of it all aint even the ATR part; the ATR is in fact the least expensive one.

whswhs 07-02-2022 09:38 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by KarlKost (Post 2440302)
Actually it would be Velocity 20 that would equate to ATR 1, V10 would be normal average human, but yeah, this is basically it.
+1 Velocity would indeed be 1/10 of ATR; yes, a fight between someone with V10 and V11 would indeed be a close call, however the V11 would eventually act over the course of 10 seconds a total of 11 times, while the V10 only 10 times.
It's going to be a small difference, but that small difference - 1 action every second vs 1 action every 0.91 seconds - but that small difference can in fact be the difference between life and death (and in truth, +/-1 Velocity has a huge impact). It garantees that the faster fighter will have a privileged sequence of actions before the slower one.

How is that to be kept track of?

Suppose that X and Y are fighting, and X has Velocity 10, and Y has Velocity 9. Velocity 9 gives one action per 1.11 seconds.

Second 1: X acts; Y does not.
Second 2: Y acts at .11 seconds; X acts at end.
Second 3: Y acts at .22 seconds; X acts at end.
Second 4: Y acts at .33 seconds; X acts at end.

... and so on, till second 11, when Y acts at .99 seconds and X at the end—or when you round Y up, and X and Y act simultaneously?

It seems as if you are going to be doing a lot of bookkeeping to keep track of who acts when. There's a reason that RPGs other than GURPS split combat into discrete rounds/turns (for example, Champions has a 12-second span of time, in which Speed 1 lets you act on phase 7, Speed 2 on phases 6 and 12, Speed 3 on phases 4, 8, and 12, and so on). It seems as if you would be adding a lot to the GM's load.

It also seems as if, in every second after the first, the slower fighter actually acts before the faster one.

Or do you want to segment combat into, say, centiseconds, and count off: .01, .02, .03, .04, .05, ... ?

Anthony 07-02-2022 01:52 PM

Re: Turn of Combat Reformulated - Velocity
 
A method I've seen in a small number of games (mostly not RPGs, though classic Feng Shui had a variant on it) is by having a fairly high granularity initiative track, and every time you take an action you move your counter forward by the cost of the action; once the timer reaches your counter, you're free to take another action (video games may use something similar to this, where taking an action puts you on an animation lockout, but they usually also don't have instant activation). This allows you to do a number of things that are quite hard to do in a one action per turn system -- not only does it let you have characters at different speeds, it lets you have characters have different speeds when taking different actions -- but it's significantly harder to use than regular round robin initiative.

kenclary 07-02-2022 04:01 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Anthony (Post 2440383)
A method I've seen in a small number of games (mostly not RPGs, though classic Feng Shui had a variant on it)

Also at least one version of Shadowrun, iirc.

Anthony 07-02-2022 05:44 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by kenclary (Post 2440399)
Also at least one version of Shadowrun, iirc.

Mostly Shadowrun just gave you one action per 10 initiative, but I do vaguely remember a few things that adjusted initiative by 5.

The way Feng Shui worked was a more pure, though. The way it worked was:

You rolled initiative -- generally 1d6+stat, where stat probably ranged from 5-10 (this is not ideal). People acted in order from highest initiative to lowest, and every time you took an action you reduced your initiative by the cost of that action (so you acted multiple times per turn). It generally took 3 initiative to make an attack, though certain special abilities changed that, and you could reduce that to 2 by taking a -2 penalty, 1 by taking a -5 penalty (die rolling was 2d6, both exploding, one positive, one negative, so -5 was a lot). You could also aim (spend 1-3 initiative to get +1-3 on an attack). There were other specialized actions with different cost; usually particularly fast activation abilities cost 1. The target could also spend 1 point of initiative (even if their action wasn't up yet) to get a bonus to defense; this was generally worth it in one on one, but ate up all your actions if multiple mooks were attacking you.

It was a system with a fair number of flaws, but it also had some interesting ideas.

Fred Brackin 07-02-2022 07:40 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by kenclary (Post 2440399)
Also at least one version of Shadowrun, iirc.

Shadowrun had a simple version where you took your first action at your highest number and then counted down 10 places and acted again. Repeat until you act at below 10.

I think I remember a supers game that worked this way too but the name escapes me at the moment.

The really similar thing I know of is Chivalry & Sorcery from version 3 onward. You calculate your "Action Points" and then start spending APs to perform actions until you run out of APs.

KarlKost 07-03-2022 12:59 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by whswhs (Post 2440312)
How is that to be kept track of?

Suppose that X and Y are fighting, and X has Velocity 10, and Y has Velocity 9. Velocity 9 gives one action per 1.11 seconds.

Second 1: X acts; Y does not.
Second 2: Y acts at .11 seconds; X acts at end.
Second 3: Y acts at .22 seconds; X acts at end.
Second 4: Y acts at .33 seconds; X acts at end.

... and so on, till second 11, when Y acts at .99 seconds and X at the end—or when you round Y up, and X and Y act simultaneously?

It seems as if you are going to be doing a lot of bookkeeping to keep track of who acts when. There's a reason that RPGs other than GURPS split combat into discrete rounds/turns (for example, Champions has a 12-second span of time, in which Speed 1 lets you act on phase 7, Speed 2 on phases 6 and 12, Speed 3 on phases 4, 8, and 12, and so on). It seems as if you would be adding a lot to the GM's load.

It also seems as if, in every second after the first, the slower fighter actually acts before the faster one.

Or do you want to segment combat into, say, centiseconds, and count off: .01, .02, .03, .04, .05, ... ?

The idea is to make it all into an app; you just type in the number of fighters and their respective Velocities, and the system do all the unpractical math. What will show will just be the actions orders. Than (hopefully) when it's your time to act, you choose a maneuver, and said maneuver could go a little faster or slower - which would also be automatically calculated.

So, all you would have to do would be to select over the screen the maneuver you'll execute - or use a ranged weapon, whatever, and those options would show in a single screen. You press, and the system tells which one goes next.

This would also open up the possibility to have a new trait for weapons, some sort of "Speed Modifier" or whatever.

As for "after acting twice in a single second, the slower guy will always act first", that's not a problem because there wouldnt really be a "turn" of combat" just sequence of actions, and there would not be a division of time; each part takes as long as it takes to do their thing. Keeping track of the seconds would just be for having a notion of how long the battle takes, but it truly would no longer have any influence. Granted, 99.99% of humans will still be very very close to the 1 second mark, and Velocities of 11.23 vs 10.52 are entirely possible. Division of time is not necessary, the system will calculate it all and just return the sequence. Im building a sheet to use as a basis for an app, and even that would be enough, but the commodity of not having to constantly change entries on a google sheet or excel table would greatly improve it's use. Now, I do have a problem of time, like I always do I've involved myself in some 20 different RPG personal projects, Im trying to develop my personal taste shamans, Im working on a final set of Alternate Attributes that pleases me, I still need to finish my adaptation of Wraith the Oblivion for Gurps but for some reason I developed "writters block", and every time I look at that I get sick and dont wanna do it, but I have to, and now Im also devoting my energies to create yet another sheet for Realm Management, with greatly expanded rules from the Gurps supplement, which I intend to put to full use on my next Fantasy game, and that's the project that is my focus right now. I wasnt even thinking about Velocity, that was a project of mine from years ago, which a friend of mine ressurected asking me to explain it a little because he just remembered, and he wanted to do something similar. And my brain is obscessive, when I begin something I cant get it off my brain, which is why Im hear, and I gotta say, Im glad I did it because it's been an improvement from previous attempts.

But I cant get my Realm Management out of my head; my spreedshets are almost done, Im fine tuning the details and I'll do some play tests; after that I'll see if my friend (who is in Asia right now, all the way across half of the globe) can help me breath life to those two ideas.

I just hope we can do it

KarlKost 07-03-2022 01:13 AM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2440458)
Shadowrun had a simple version where you took your first action at your highest number and then counted down 10 places and acted again. Repeat until you act at below 10.

I think I remember a supers game that worked this way too but the name escapes me at the moment.

The really similar thing I know of is Chivalry & Sorcery from version 3 onward. You calculate your "Action Points" and then start spending APs to perform actions until you run out of APs.

The game Scion also has a system of Ticks, each "turn" has 8 "ticks" and each one of your actions cost a certain amount of ticks - usually 4 or 5. So, each player had a wheel divided in 8 to mark their tick count. After 8 ticks or a "turn", you would start already from the tick count before - so, if you did 1 action of 4 ticks and 1 action of 5 ticks in the previous turn, now you're just 1 tick away from acting again.

There were some severe limits thou; first of all, you play as the Scion of a God, and yes you can become a God yourself (maybe, someday). Who knows, maybe even dethroning Zeus. Anyway, the thing is, the powers on that are absolutely world shaking - just imagine playing like a literal God and exchanging punches with Chronos or Fenrir or Mikakaboshi or helping Ra keep Apophis at bay. Anyway, this means that very, very fast, you get to become so fast as to have all of your actions to cost just a single tick, after which there's no more progression and frankly, everybody from Demi-God to above simply break the system by always acting on every single tick.

That idea thou gave me the idea "what if the Wheel was bigger? Oh, I know, if I can make a Least Common Multiple, I could create a wheel any size I'd like, because now all fractions would matter

Anthony 07-03-2022 01:07 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Fred Brackin (Post 2440458)
The really similar thing I know of is Chivalry & Sorcery from version 3 onward. You calculate your "Action Points" and then start spending APs to perform actions until you run out of APs.

Action point systems are typically "you can spend them all at once"; it doesn't interleave actions.

I think the purest example of what I'm thinking of is the board game Red November (FFG actually has the rules up on the web).

Fred Brackin 07-03-2022 02:38 PM

Re: Turn of Combat Reformulated - Velocity
 
Quote:

Originally Posted by Anthony (Post 2440527)
Action point systems are typically "you can spend them all at once"; it doesn't interleave actions.

.

That's not how C&S 3+ works. You start at the highest quantity of APs present (26 maybe) and the initiative leader declares an action (say an attack for 4 AP). That action doesn't happen until the AP track is followed down to 22.

Meanwhile the second place guy in the initiative order declres his action whihc happens after the relevant number of AP have been counted off.

So the first attack happens at 22 and at 21 the leader can declare another action.

If you're attacked and want to do an active defense your declared actions take a 2 AP penalty.


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