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Old 04-12-2020, 11:01 AM   #11
Fred Brackin
 
Join Date: Aug 2007
Default Re: Fixing round length in GURPS

This would work quite poorly with basic Magic and somewhat poorly with any other time-limited magic. That's assuming that you still count FP expenditures by the 1 second Turn. If you fiddle Spell Durations and maintenance intervals to match Melee actions that might be a different problem.

Soem characters really don't stand around ;looking at stuff while they make up their minds what to do. Their "tactics" are already decided upon. I present as an example Nyx the Barbarian.

What Nyx is going to do every round of comabt is either Attack with a Flail in a TA to the Skull or Move to set up such an attack if she's killed everyone within flail's reach. Oh, and she's going to do this scary fast because she has an Item that casts Great Haste on her.

These things are baked into the character and you're just excluding this character concept from your game. This would be your right as GM but Nyx's player would pout.

It might also disrupt gun combat. Gun combat is one thing Gurps does comaprativley well becaue it uses realistic ROFs. Soem characters might jsut stand in place while they look at things but msot should be moving whiel they look of delay their observation phases until they have achieved hard cover. WWI type machine gunners with water-cooling and long belts also attack somewhat like Nyx for long seconds at a ime.

I also don't quite see the point if PCs and NPCs stand around looking at stuff symmetrically. If Moves and Evaluates and other non-Attack Actions aren't hapening in the added time, The added time appears to be msotly a phantasmal addition.

You say there is time being spent but it doesn't affect wehat's happenign in the game except for Spell timing and other time-based measurements like vehicle speed. Be they chariots or airplanes vehicles do not stop while a command and control phase is taking place.
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