|
|
|
#13 | |
|
Join Date: Jun 2017
|
Quote:
I was inclined to assign a flat speed number to a weapon and then a bonus based on ST, say Short Sword: Speed 3 (meaning one attack every 3 seconds, so second 1, 4, so on). For comparison, a short sword in Hackmaster has an attack speed of 8, though that is modified by strenght and character level, which is something GURPS does not have, and I am unwilling to add advantages or such to increase attack speed (so much lower speeds are warranted, IMO.) Maybe I could use your recovery values and work them through some constant to give me some values in the ball park I have in mind? Maybe your recovery divided by half ST, rounded up? Now, I should only need to come up with recovery times for spells and maybe tweak, for balance, the reload time for firearms like old pistols and muskets, eg: in the vanilla system, a crossbow can fire every 5 turns - a 1 to 5 ratio compared to non ready weapons (which shouldn't be too hard, though I have yet read on Spells). Though I don't know what I would do about modern guns, if I ever wished to use them. Perhaps I should not tweak their rules at all, as they are have a much faster "attack speed" in real life. I should also decide how maneuvers impact weapon speed. Again, seems doable. One could say that in my case, having yet to play the vanilla game, I shouldn't be worried about tweaking so heavily, but this idea seem to enticing to give up. As always, any ideas are appreciated. |
|
|
|
|
| Tags |
| combat, round |
|
|