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Old 04-14-2020, 03:29 AM   #31
Polydamas
 
Join Date: Jan 2006
Location: Central Europe
Default Re: Fixing round length in GURPS

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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