07-30-2022, 11:02 PM | #21 | |
Join Date: Aug 2004
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Re: Changing turn sequence
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I think it'd work like this: Example turn sequence for four characters: A B C D A B C D A B C D ... Allowing Wait to mix things up: After some A B C D... goes by, C chooses Wait, does nothing while D takes a turn, then acts before A's turn. Using "*" to indicate "chooses Wait" and "^" to indicate "turns Wait into action before the next character's turn", it looks like this: A B C D .... A B C* D C^ A B D C A B D C The sequence is now A B D C .... A bit later, A decides to pull a Wait. A lets B and D take turns, then jumps into action before C: A B D C ... A* B D A^ C B D A C B D A C ... Starting with C, the sequence now becomes C B D A ... == Setting aside the good or bad of that, do I even have the idea right?
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07-30-2022, 11:15 PM | #22 |
Join Date: Feb 2008
Location: The Athens of America
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Re: Changing turn sequence
I would as a GM avoid this like the plague.
- It adds more dice rolls - At times the turn order gets lost now between 4-6 PC's, friendly NPC's and the baddies Nevermind re-ordering every turn. And most important of all - GURPS is a point buy system. Players have either spent points to go early in the turn or have gotten point back to go later in the turn. I get enough random with all the other dice rolls. Why not add a +1d6 roll every turn to see what a players effective Broadsword skill will be that turn? Nope they paid for it, they get it. A small island of certainty in a cruel, capricious universe.
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07-30-2022, 11:18 PM | #23 |
Join Date: Aug 2004
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Re: Changing turn sequence
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08-01-2022, 09:29 AM | #24 |
Join Date: Jun 2006
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Re: Changing turn sequence
This is one of the more workable schemes for messing with the turn sequence - you can just continue to use the state of defenses and so forth from before they opted to Wait until they do act, basically pretend the "turn" when they declared the Wait never happened and everything resets at their new one.
In the long run it results is somebody who takes Wait a lot getting fewer total actions than everybody else, but how many combats are going to run long enough for it to be very noticeable? I don't feel like it adds a lot - but there are some people who feel like it's important to avoid anything that could allow you to take two actions in a row, which you otherwise might with properly timed waits - and there aren't any really serious problems with it. It amount to you can declare the interval between your turns to be more than 1 but less than 2 seconds instead of a flat 1 second if you want to. As long as you treat the duration of anything you set off on your turn as something with an independent turn of its own, so you can't use this to stretch durations, it seems relatively harmless.
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-- MA Lloyd Last edited by malloyd; 08-01-2022 at 09:34 AM. |
08-01-2022, 10:27 AM | #25 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Changing turn sequence
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08-01-2022, 11:14 AM | #26 | |
Join Date: Jun 2006
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Re: Changing turn sequence
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Keep in mind that GURPS doesn't actually use "rounds" for anything, so there is no mechanical "top" or "bottom" of the turn order, it's purely a meta-thing you are considering important because a lot of games do care about it and trained you, and a lot of other gamers, to think it matters.
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08-01-2022, 11:29 AM | #27 | ||
Join Date: Jun 2013
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Re: Changing turn sequence
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But then you've got to change the price for Basic Speed, as well as how it's initially generated (every +5 to BS should be [100] without the boost to Move and Dodge, to match ATR, although Move takes care of itself - don't have BS directly modify it, and so someone with BS 10 and Move 5 is still moving at a rate of 10 yards per second, because they can move 5 yards twice over the course of a single second), and you potentially wind up with a headache in play (the guy with BS 7.5 would be at -(20/3), or -6.67, per action - 7.5, 0.83, 4.17(R2), 7.5(R3), etc). Largely ends up being more work than it's worth, although my experience was trying to make something much more involved (where how much you shifted down was determined by what you did - less action now means you get to act again sooner), so maybe something like the above wouldn't be quite so bad.
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08-01-2022, 11:48 AM | #28 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Changing turn sequence
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