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Old 08-10-2019, 07:19 PM   #11
Fred Brackin
 
Join Date: Aug 2007
Default Re: A Question of Strength.

Quote:
Originally Posted by PaladinV View Post
Wow, I haven't gotten as far as to look at the move rules beyond figuring basic movement. That's crazy. I guess within the confines of the system they work okay, for chases and what not?
The movement rules are internally consistant. They will just sometimes produce odd results by Real World standards. They will produce those results consistantly and predictably once you know what to expext though.

A particularly odd result is related to running at full speed. An average Gurps character is Move 5 and has 10 FP but he will have to slow to half speed after he's lost more than 2/3rds his FP or on the 7th one gone in his case.

Moving at full speed requires a HT roll every 15 seconds and with HT 10 he'll fail half of those rolls on average. 3 minutes means 12 rolls and an average of 6 failures. so whatever "sprinting" means in Gurps it's something an average man can do for more than 3 minutes.

If that average man got his Move up to 6.25 and his FP up to 12 he could run a sub 4 minute mile.
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