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#22 | |||
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Join Date: Aug 2004
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Quote:
If so, a speed faster than 1 wouldn't be 0 or negative; it'd be 0.7 or 0.5 or whatever. A speed of 0 or lower wouldn't be possible. How to play speeds with a decimal point of precision? Well, you'd have to start using a "count up" in increments of 0.1. It can be done, of course... but by that point, it's starting to sound like an odd game. : ) I'd be wary of allowing too big a spread among those weapon speeds to begin with. Part of the reason can be put down to physics: Sure, the 1-lb. weapon should move faster than the 6-lb. weapon, but not to the tune of attacking 6 times as often! The wielder's arm strength isn't just pushing the weapon mass; it's pushing weapon mass + some effective measure of arm mass, and (6 lb. + effective arm mass) isn't 6 times as heavy as (1 lb. + effective arm mass). On top of that, a combat attack typically won't mean standing stock-still and moving arms alone, like a boxer at his punching bag; it'll mean moving feet and the whole body for better positioning, however long that takes – and switching from a 6-lb. to a 1-lb. weapon would make hardly any difference in that time. Another part of the reason, IMO, is player psychology. For a lot of combat-loving gamers, attacking as often as humanly possible is really important; "missing out" on an attack while others hack away can just seem unbearable. I think some players will view even a modest speed penalty for that 6-lb. weapon as some horrible Molasses Time hell. : ) All probably obvious stuff to you or anyone reading this, but in short: IMO, any fancy-pants speed system should probably stick to pretty modest relative differences in melee attack speeds, which is both a) realistically justifiable, and b) plenty of difference in terms of players' perception. Quote:
The concept is simple. GLAIVE's attack time rule, in a nutshell, is just this: What's the effective mass to be moved? And what's your effective power for moving it? The ratio of that effective mass to effective power yields the time an attack takes (i.e., its "slowness"). The question, then, becomes what measures to use for that effective mass and that effective power. The easiest answer for the former is some measure that's linear in weapon mass in lbs. There, that's a good measure of effective mass for thrusts. For swings, you'll want to multiply it somehow for length, and again somehow for unbalance (effectively building moment of inertia into the measure). There, a measure of effective mass for swings. For effective power... well, ST seems the easy answer, but be careful. GURPS 4e ST doesn't linearly map to ability to move mass; Basic Lift does. So, use Basic Lift together with the above measure of effective mass. OR, use regular ST, and use a measure of effective mass that's based on the square root of weapon mass in lbs. Either way should work. Finally, note that the power available to the wielder isn't fixed; it can change with something as simple as using two hands instead of one. So you'll want to modify effective power by some appropriate amount for factors like that. And there you go: You take some measure of effective weapon mass, divide it by some appropriate measure of effective power to move the mass, and you have a result you can tie to "time it takes to attack". I hope that makes sense. Anything in GLAIVE that looks like a further complication probably isn't. "Combat ST" and "Load ST" aren't further complications; they were just my attempt to create "ST" and "Basic Lift" before GURPS had those. (Doing any fancy stuff involving ST was often just a mess in 3e.) Similarly, "Effective ST" just means "the ST stat after any needed modification for things like number of hands". "Wield ST", too, isn't something new; it's just GURPS' Min ST, given a calculation and a rename. (Whatever you call it, that's a measure of whether you can use a weapon at all, a different matter from how fast you are with the weapon.) Quote:
Also, for 4e, I think I'd ditch the use of a Recovery that's linear with lbs., and, as noted above, make it map to the square root of lbs. Yes, "square root" makes some people cringe, but we're talking a one-time calculation of a speed factor for weapon tables, not calculation of roots during play. The upside is that you can then use plain ST for all purposes: figuring damage from ST, comparing ST to Min ST (or Wield ST or whatever you call it) to make sure the character can use the weapon, and dividing Recovery by ST to get some measure of time required. Basic Lift can keep completely out of weapon performance. (The wee downside to the method: the Recovery stat for many weapons will appear as figures with decimals, not neat integers.) Anyway. To bring this back to Hackmaster + GURPS: You don't have to do any of the above. You could just give GURPS weapons arbitrary "this is how many seconds it takes" speed factors, like (Basic) Hackmaster. Or to get fancier, set some arbitrary speed factors as above, but then divide by, or otherwise adjust by, GURPS ST. Or to get fanciest, calculate some speed factor (like GLAIVE), then divide that by, or otherwise adjust by, GURPS ST. If you create something good, let's see a notice on the forum here!
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