|
|
|
#1 |
|
Join Date: Mar 2017
Location: Brazil
|
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
Striking ST = 5CP/lvl
2 × (DX for Combat) - GURPS Power Ups 9 - Alternate Attributes
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
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
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
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
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)
Dodge/Initiative - either:
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 01:54 PM. Reason: Rectifying Mistakes |
|
|
|
| Tags |
| combat, speed, speedsters, turn order, turn sequence |
| Thread Tools | |
| Display Modes | |
|
|