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Old 04-14-2020, 11:42 PM   #37
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: Fixing round length in GURPS

Quote:
Originally Posted by kirbwarrior View Post
Which is significantly worse than Do Something. Even just a Move can do a lot for a turn. I'm not sure in any way where Do Nothing might be worth doing over AoD (Dodge) which is basically the 'do nothing' of my players generally speaking.
I think maximara's point was that "Do Nothing" suggests in some people's mind literately doing nothing. But in GURPS you can still defend (and thus retreat, sidestep and slip), you can step IIRC. I'd certainly allow reasonable perception rolls.
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