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Old 04-28-2022, 06:26 AM   #29
Varyon
 
Join Date: Jun 2013
Default Re: Questions while reading rules more accurately...

Eh, GURPS movement in general is unrealistic, but that's because it needs to be gameable. How many people do you know that can go from standing still to being 5 yards away in a single second, just by starting to run? And don't forget that being attacked somehow gives you an extra yard per second.

If you dislike the way it works, houserules are certainly an option. Make it take time to get up to full speed - going from zero to a jog isn't too difficult, so a decent option is to let characters move under the normal rules at jogging speed (0.6*Move), but to get up to running (full Move) they need to jog for a second first, and to get up to sprinting (1.2*Move) they need to jog for a second, then run for a second (so 1 second at 0.6*Move, then 1 second at 1*Move, and from then forward you can run at 1.2*Move). Make the Retreat burn up the Step, and either have it be impossible for Move, or require the direction of the Retreat be backward relative to their movement for the round (in which case the "Retreat" actually just represents coming up short, rather than jogging forward and then hopping back).
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