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Old 06-30-2022, 12:04 PM   #9
Curmudgeon
 
Join Date: Sep 2011
Default Re: Turn of Combat Reformulated - Velocity

The first issue I have with Velocity is that the game slows down to a glacial pace if the velocities are too disparate. If you were to insist on resolving each of Flash's 500,000,000 actions first, the Batman's player is going to be waiting 13 years to declare his action (assuming you can resolve 1 action every second and don't do anything else for 24 hours a day, 7 days a week). If you're not going to resolve things action by action, then Velocity isn't needed and whatever you're using for a more rapid solution is the solution you're looking for.

For Velocities where the differential is 2:1 or less, a difference of exactly 2:1 is easily resolved as 1 level of Altered Time Rate. For a ratio less than that, it seems that Initiative by Speed should be an adequate solution. Granted nobody gets an extra action in, eventually, but at GURPS resolution, it seems like much work for little gain. Taking longer with a swing action than a thrust action is perhaps more easily dealt with as a house rule that penalizes speed when swinging as opposed to thrusting, say something like "declare your attack as a swing at your usual place in Initiative, but roll for success at Speed-0.5 in the Initiative list (roll a die to resolve order if you're tied with anyone at that Speed)."
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combat, speed, speedsters, turn order, turn sequence


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