Quote:
Originally Posted by WingedKagouti
One thing worth noting here is that RAW a D&D "Round" is 6 seconds (at least from 3.5 and onwards) while RAW a GURPS "Turn" is 1 second.
So if the spell lets a character shoot a crossbow once every 6 turns, it's technically just as fast as the D&D spell, even though GURPS allows for a larger amount of individual actions being taken within that timeframe. And it can feel like the GURPS crossbowman is doing far less than their D&D cousin, despite them actually performing the same in "real" time, in large part because other characters can take more actions other than "reload and aim" in the same amount of time.
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This is a point raised in the
D&D to GURPS (Introduction) page on the wiki. If you are converting pre 3.x material most of it has a 1
minute combat round (D&D Basic Set, D&D 1981/1983, and D&D Rules Cyclopedia have a 10 second round) which is an
eternity in GURPS combat terms.
The D&D 3x+ combat round abstracted a lot of things which could easily fill up 6 seconds — load crossbow, aim crossbow, and then fire crossbow.
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