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#11 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Quote:
Suppose that X and Y are fighting, and X has Velocity 10, and Y has Velocity 9. Velocity 9 gives one action per 1.11 seconds. Second 1: X acts; Y does not. Second 2: Y acts at .11 seconds; X acts at end. Second 3: Y acts at .22 seconds; X acts at end. Second 4: Y acts at .33 seconds; X acts at end. ... and so on, till second 11, when Y acts at .99 seconds and X at the end—or when you round Y up, and X and Y act simultaneously? It seems as if you are going to be doing a lot of bookkeeping to keep track of who acts when. There's a reason that RPGs other than GURPS split combat into discrete rounds/turns (for example, Champions has a 12-second span of time, in which Speed 1 lets you act on phase 7, Speed 2 on phases 6 and 12, Speed 3 on phases 4, 8, and 12, and so on). It seems as if you would be adding a lot to the GM's load. It also seems as if, in every second after the first, the slower fighter actually acts before the faster one. Or do you want to segment combat into, say, centiseconds, and count off: .01, .02, .03, .04, .05, ... ?
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Bill Stoddard I don't think we're in Oz any more. |
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| Tags |
| combat, speed, speedsters, turn order, turn sequence |
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