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Old 06-29-2022, 06:58 PM   #7
KarlKost
 
Join Date: Mar 2017
Location: Brazil
Default Re: Turn of Combat Reformulated - Velocity

Quote:
Originally Posted by Polydamas View Post
I think Altered Time Rate is the official GURPS trait for characters like the Flash. No comment on the virtues of it or any other rules (I have never used it).
The problem of Altered Time Rate is that The Flash doesnt do 50 billions of actions, then the Batman throws a single Batrangue, and the Flash does another 50 billions actions in 1 second.

With Altered Time Rate, the Flash does a single action, then Batman throws a single Batrang, and the Flash does 99.999.999.999 actions afterwards.

Also, unless you also buy ungodly amounts of Enhanced Defenses, you can have Altered Time Rate 5000 that you'll be just as easily to hit as the next guy, and you need ungodly amounts of combat skills to mimic being easy to target a "slow moving" (from your perspective) target, in order to take insane levels of Deceptive Attack, tanking insane levels of skill penalty to nullify the active defenses of your adversaries. That's not exactly how it goes.

The way I built it, you'll actually have an easier time hitting and avoid being hit the faster you are, like a real Speedster.

But that not for Speedsters only, even small changes within human ramge would have an impact. And you can buy the trait in the order of 0.01 apiece; for example, having Velocity 11,24 is slighthly faster than 11,07, and it would be calculated at full by the program (just as an example, Velocity 11,24 would be 1 action every 0.890seconds whike V 11,07 would be 1 action every 0.903, a difference of 0.013 seconds more or less. Now compare those to V 11 full, which is 1 action every 0.909 seconds, and you can note the tiny differences between each fighter)
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combat, speed, speedsters, turn order, turn sequence


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