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Old 04-12-2020, 01:36 PM   #21
Say, it isn't that bad!
 
Join Date: Dec 2013
Default Re: Fixing round length in GURPS

Quote:
Originally Posted by DouglasCole View Post
that's not how it works. You start with Action Points, usually equal to your HT, and then spend them for a while Doing Stuff. If you do too much stuff, too fast, you have to stop and take a breather. If you run out of AP, you can still act, but you burn a FP to replenish AP.

In many GURPSy fights, it doesn't last long enough to burn through your AP. The 12-14 AP most line combatants have is good for five to seven rounds of combat unless you're doing a lot of All-Out, Rapid Strike, or other 'burst of energy' activity, or - as written - sprinting around the battlefield like a particularly hyperactive ferret.

I'm not saying it's perfect (it's not). But it never has behaved as suggested (look around before you can do anything). The purpose of it was to organically introduce lulls and flurries into combat (which it does, by all reports) by having a currency.

It also allows using an outlast strategy, where a very fit fighter with high HT and/or other purchased advantages to pull what is effectively a Rope-a-Dope: making the other fighter wear themselves out faster than you, after which their options are extremely limited.
That does make a lot of sense.
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