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Old 06-29-2022, 01:57 PM   #1
KarlKost
 
Join Date: Mar 2017
Location: Brazil
Default Turn of Combat Reformulated - Velocity

It's been a long time that I've been wanting to change the "turn" in RPGs to better reflect the realism of different speeds. For example, the Flash doest do 1 attack, let his enemy also attack once and then launches 1 billion attacks before next turn.

So, it has been many years I've been wanting to introduce a measure of "Velocity", which hasnt been easy at all. Here's how Im building it, along with a few considerations:

Altered Time Rate = 100/10 = 10CP / +/- 1
  • Each Multiple of 10 of Velocity above 10 will factually increase the amount of actions by 100% compared to an average human (Velocity 10). So at Velocity 20 it would double, at Velocity 30 triple and so on, therefore each 10 levels of Velocity are just like 1 level of Altered Time Rate; dividing it's cost by 10 we get the cost of each level.
Enhanced Defenses (all) = 30CP / +/- 1
Striking ST = 5CP/lvl
  • Striking ST is absolutely realistic for higher speeds; the faster you strike, the harder the impact
Deceptive Attack = 18CP +/- 1
2 × (DX for Combat) - GURPS Power Ups 9 - Alternate Attributes
  • This will be used to give +/- 1 penalty to the active defenses of the adversaries for each +/- 1 to Velocity above 10
DX Costs
  • 9 Combat
  • 3 Athletics
  • 2 Transport
  • 1 Sneak
  • 5 Basic Speed

Final Cost of Velocity: +/- 60CP/lvl (63, rounded to 60 for simplicity)
+/- 0.6 CP per 0.01 Velocity (yes, you keep and use all fractions)

Velocity = (Per + 4×DX)/5
Per Contribution: 12 CP/lvl
DX Contribution: 48CP/lvl
OR
Velocity = (Per + DX)/2
Per Contribution: 30CP/lvl
DX Contribution: 30CP/lvl
OR
Velocity = (2×Per + 3×DX)/5
Per Contribution: 24CP/lvl
DX Contribution: 36CP/lvl
  • Human Max: V 20

Increasing Per or DX by those huge amount however may not be the best option. Therefore it may be best to modify this to reduce the impacts of attributes (therefore the costs). Therefore:

Velocity = 5 + (Per + 4×DX)/10
Per Contribution: 6CP/lvl
DX Contribution: 24CP/lvl
OR
Velocity = 5 + (Per + DX)/4
Per Contribution: 15CP/lvl
DX Contribution: 15CP/lvl
OR
Velocity = 5 + (2×Per + 3×DX)/10
Per Contribution: 12/lvl
DX Contribution: 18/lvl
  • Human Max: V 15

That however still do not seem to suffice, due to the high prices that this would bring to the Attributes, therefore it's interesting to reduce it even further:

Velocity = 8 + (Per + 4×DX)/25
Per Contribution: 2.4CP/lvl
DX Contribution: 9.6CP/lvl
OR
Velocity = 8 + (Per + DX)/10
Per Contribution: 6CP/lvl
DX Contribution: 6CP/lvl
OR
Velocity = 8 + (2×Per + 3×DX)/25
Per Contribution: 4.8CP/lvl
DX Contribution: 7.2CP/lvl
  • Human Max: V 12

Now those values are more manageable; considering that DX earns a discount of -5 (bellow), it's interesting to keep DX as the main contributor, and we can round values for commodity, therefore the math for Velocity and the increased costs of attributes would be (already with the -5 discount for DX)

Velocity = 8 + (Per + 4×DX)/25
Per: extra +2/lvl (New cost Per: +/- 7/lvl)
DX: extra +5/lvl (New Cost DX: +/- 25/lvl)
OR
Velocity = 8 + (2×Per + 3×DX)/25
Per: extra +5/lvl (New cost Per: +/- 10/lvl)
DX: extra +2/lvl (New Cost DX: +/- 22/lvl)

For this to work better, it would be ideal to separate IQ from Per, reducing the price of IQ from 20 to 15, otherwise the increased price of Per would add to IQ too.

If you dont wanna deal with that, there's the option of using only DX, therefore:

Velocity = 8 + DX/5
DX Contribution: 12CP/lvl
DX: extra +7/lvl (New Cost DX: +/- 27/lvl)



Basic Speed and Basic Moviment Reformulated
So, with Velocity we just ditch Basic Speed altogheter, which inherits some discounts, and also comes the need to reformulate Basic Move. Therefore:

Basic Speed (no Basic Move) 15CP/lvl = (DX + HT)/4
DX Contribution: 3.75CP/lvl
HT Contribution: 3.75CP/lvl
Basic Move (Regular) = (HT + DX)/4 (drop fractions) +/- 5/lvl
HT Contribution: 1.25CP/lvl
DX Contribution: 1.25CP/lvl
Basic Move (Reformulated) = HT/2 (dont drop fractions) +/- 5/lvl
HT Contribution: 2.5CP/lvl
  • Your Basic Move now shows how far you can move during the spam of each one of your actions. This means that if you can act 4 times in the spam of a second, you could move 4 times faster during that period

Without Basic Speed, this means that DX and HT get 3.75 points cheaper. With Basic Move no longer having DX, it means that DX gets a further discount of 1.25, for a total of 5 points cheaper. HT however being the only controller for Basic Move gets 1.25CP more expensive, but with the discount from B.Speed gives a total discount of 2.5CP. Therefore:
DX: -5CP
HT: -2.5CP

Now, since HT is too good and already too cheap, but also for simplicity sake, instead of applying the -2 discount to HT, we'll apply it to DX, which will already be too expensive and will have the benefit of rounding it up nicely. Therefore:

Velocity = 8 + (2×Per + 3×DX)/25
Per: extra +5/lvl (New cost Per: +/- 10/lvl)
DX: extra +0/lvl (New Cost DX: +/- 20/lvl)
OR
Velocity = 8 + DX/5
DX Contribution: 12CP/lvl
DX: extra +5/lvl (New Cost DX: +/- 25/lvl)
  • PS: keep all fractions. Each 0.01 can be bought up by 0.6CP, and even the fractional value will be useful in the second part.

Dodge/Initiative - either:
  • 3 + (Per + DX)/4
OR
  • 3 + DX/2
PS: the CP value of those has already being discounted from Basic Speed and added in Velocity

Depending on either or not you use Per for Velocity.

After all of that fuzz, we get the following list for the times of a normal punch:

V1 = 10/1 = 10s
V2 = 10/2 = 5s
V3 = 10/3 = 3.33s
V4 = 10/4 = 2.5
V5 = 10/5 = 2s
V6 = 10/6 = 1.67s
V7 = 10/7 = 1.43s
V8 = 10/8 = 1.25s
V9 = 10/9 = 1.11s
V10 = 10/10 = 1s
V11 = 10/11 = 0.91s
V12 = 10/12 = 0.83s
V13 = 10/13 = 0.77s
V14 = 10/14 = 0.71s
V15 = 10/15 = 0.67s
V16 = 10/16 = 0.63s
V17 = 10/17 = 0.59s
V18 = 10/18 = 0.56s
V19 = 10/19 = 0.53s
V20 = 10/20 = 0.50s
V21 = 10/21 = 0.476s
V22 = 10/22 = 0.455s
V23 = 10/23 = 0.435s
V24 = 10/24 = 0.417s
V25 = 10/25 = 0.400s
V26 = 10/26 = 0.385s
V27 = 10/27 = 0.370s
V28 = 10/28 = 0.357s
V29 = 10/29 = 0.345s
V30 = 10/30 = 0.333s
...
V40 = 10/40 = 0.250s
...
V50 = 10/50 = 0.200s
...
V60 = 10/60 = 0.167s
...
V70 = 10/70 = 0.143s
...
V80 = 10/80 = 0.125s
...
V90 = 10/90 = 0.111s
...
V100 = 10/100 = 0.100s
...
V200 = 10/200 = 0.050s
...
V300 = 10/300 = 0.033s
...
V400 = 10/400 = 0.025s
...
V500 = 10/500 = 0.020s
...
V600 = 10/600 = 0.0167s
...
V700 = 10/700 = 0.0143s
...
V800 = 10/800 = 0.0125s
...
V900 = 10/900 = 0.0111s
...
V1000 = 10/1000 = 0.0100s

V = 10/Vx

Altered Time Rate doubles the rating of Velocity - ie someone with Velocity 10 and Super Speed 1 would have a final Velocity of 20, while someone with V20 and SS1 would have a final V40.

Likewise, Enhanced Move doubles the final mobility

I'll still think on Maneuvers - for example, a quick punch could increase V by 20%, a slow powerful punch decrease it by 20% and pulling a trigger could be x5 or x10 the V (I'll research what's the max human capacity of pulling a trigger in a second)

Summary: each point of Velocity (V) above 10 reduces the time required for all actions, gives a +1 bonus to ALL active defenses (Dodge, Parry, Block) and inflicts a penalty of -1 to ALL active defenses of your adversaries. Costs: +/- 60CP/lvl (max +3 for humans)

Last edited by KarlKost; 06-30-2022 at 12:54 PM. Reason: Rectifying Mistakes
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