04-17-2020, 09:30 AM | #61 |
Join Date: Jul 2008
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Re: Fixing round length in GURPS
If everyone is hunkered down behind cover doing nothing at all for minutes and there are enemies out there, that seems like an open invitation for them to outflank or assault your position while you're not defending it. (If there aren't enemies out there it's fine but tracking things in combat maneuvers is a bit odd.)
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
04-17-2020, 02:42 PM | #62 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Fixing round length in GURPS
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1) Running away (either half move from AoD or Move maneuver) 2) Staying put or stepping The main situation AoD doesn't quite work is Change Posture, but Dodge and Drop might already be getting them there, too. Although I could see improper Waits never triggering which after-the-fact look like Do Nothing. Mind, you also have to take into account of the common Combat Paralysis and Surprise. Both can very well emulate why a normal person is actually doing nothing useful. |
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04-17-2020, 06:55 PM | #63 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Fixing round length in GURPS
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I'm starting to get a real 'wait I'm confused; what was I fixing again? Oh look a puppy.' vibe from some this.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 04-17-2020 at 07:01 PM. |
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04-17-2020, 07:15 PM | #64 | |
Join Date: Dec 2013
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Re: Fixing round length in GURPS
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SQUIRREL! |
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04-17-2020, 10:18 PM | #65 |
Join Date: Jun 2010
Location: Dreamland
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Re: Fixing round length in GURPS
That makes perfect sense. Also, did not know Waits were not secret. Welp, time to change up how battles work.
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04-17-2020, 10:29 PM | #66 | |
Join Date: Dec 2013
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Re: Fixing round length in GURPS
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Some anecdotes: Your opponent's arm will be slightly out of place, but are they feinting, or is there an actual opening you can exploit? And if it is a feint, can you still take advantage of it? Their feet are slightly out of sync with their arms, but you can't move in to capitalize on it, because you're slightly too far back. And so on. A lot of RPGs are much more static than "actual" (practice) combat, including GURPS (albeit to a lesser extent than most). The circular motion you get in any fight that goes for more than 2-3 seconds just doesn't generally happen (in RPGs). Also, this thread has managed to dig up memories from many years ago. :) |
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04-18-2020, 12:50 AM | #67 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Fixing round length in GURPS
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See the GURPS wiki's GURPS Martial Arts for a long list of the styles in both books. Also cinematic styles such as Ranma 1/2's Musabetsu Kakutō Ryū aka Anything Goes Martial Arts (effectively a beefed up satire of Jeet Kune Do) have a Wait state that give the impression of not being ready at all. While most of the "Techniques" in Musabetsu Kakutō Ryū are jokes that would work only on the very gullible (Hey, look a 10,000 yen note ie about $9 US behind you) the style there has some really insane ki manipulation techniques. I originally wrote up Mousse for 4e using GURPS Classic Martial Arts and have fully brought him up to 4e on the GURPSwiki
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 04-18-2020 at 01:07 AM. |
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04-18-2020, 01:16 AM | #68 | |
Join Date: Dec 2013
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Re: Fixing round length in GURPS
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As for real-world martial arts, watch some matches of various forms of martial arts. If the initial exchange does not result in a win, I have rarely seen a pair of martial artists not start circling. As for the rest of my statements, position, timing, and footwork are the core of every single practical martial art, and you will not find a single practical martial art that does not use them. These three things; position, timing, and footwork, are recognizable in every single real-world practical martial art. |
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04-18-2020, 01:41 AM | #69 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Fixing round length in GURPS
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Side note: Anything on page 336 and below (Characters) is accessible to the players. Now 337 and above (Campaigns) could be considered the GURPS equivalent of the DMG but as mentioned Combat Lite is in the Characters section. Now the advanced combat system - that is in the Campaigns and personally I tend to avoid it as it can get D&D4e levels of bogged down if you or your players really aren't familiar with the Combat Lite version of the GURPS combat system.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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04-18-2020, 02:17 AM | #70 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Fixing round length in GURPS
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Per the Belt system in GURPS (Classic) Martial Arts some styles take far more work to get to the "black belt" level then others. For example, Kyokushin has 3 skills and 12 techniques while Isshinryu has 3 skills but only 8 techniques so it is slightly harder to get to the 15 in all skills and learn all techniques for black belt status in the former then the later. Kalaripayit at 13 skills and 4 techniques is a real "ouchie". Do "black belts" in radically different styles really circle each other or that something that people at the lower levels do?
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 04-18-2020 at 02:51 AM. |
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gurps, house rules, rounds, rules |
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