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Old 04-12-2020, 02:23 AM   #8
Say, it isn't that bad!
 
Join Date: Dec 2013
Default Re: Fixing round length in GURPS

Quote:
Originally Posted by Ulzgoroth View Post
Three remarks, unrelated:
1) I do not see any justification for the time...thing being a function of the number of combatants. If two groups of three pair off and fight, there's no reason for those sub-fights to be less intense for the presence of the others. (I find I tend to view the determination of scaling factors like this with intense suspicion. I don't believe I'm wrong to do so, but it's worth mentioning.)

2) It seems like you probably intend that "non-discrete" actions are, in a sense, really components of a larger multi-second action defined by one "discrete" action? If so, you might want to say so explicitly.

3) Of the "discrete" actions listed only one of them is a thing GURPS would tend to say takes one second. Picking a lock and driving a vehicle to a place are both longer than that pretty much all the time, and Intimidation probably usually is as well. 1 second lock-picking likely entails a -10 penalty...
1. Typically, it's not a matter of who's paired off, but who do you need to keep in your "awareness space"? In addition, a team tends to fight as a team, with each member taking on distinct responsibilities, but all working together - and thus, needing to be aware of not only each other, but members of the enemy team.

2. Yeah, pretty much; on both counts.

3. Yeah, I did not design the time component well, there. Perhaps the last second of picking the lock would be the discrete action, while the remaining 59 seconds or so would be non-discrete actions.
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