06-30-2022, 01:29 PM | #21 | ||
Join Date: Mar 2017
Location: Brazil
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Re: Turn of Combat Reformulated - Velocity
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As an hypothetical example: assume we have 2 fighters, the first that has a tick account (after all the math done by the app) of 300, and the second with a tick of 200. So, obviously the one with 200 ticks will act 1.5 faster. So let's see: A 200 ticks (starts 1st action) B 300 ticks (starts 1st action) A 400 (concludes 1st action and starts 2sd) A 600 (concludes 2sd ction, starts 3rd), B 600 (concludes 1st action, starts 2sd) This means that, at 400 ticks, Fighter A can actually "interrupt" the Fighter B action midway (with a knockback from a punch, for instance), BEFORE Fighter B have actually had time to conclude it. Imagine me or yourself fighting Bruce Lee. We start a good punch on his face when BAM! We dont even finish the movement of our arms because he hit us in the face and we lose our balance, tripping behind. Our arm never even got near his face. It would play just like I described for the example above - which would be EXACTLY a fight between a V10 average human and a V15 human max, the V15 would hit us once (lets assume he misses this time, just so we a chance), we start our movement towards his face, but midway to reach it, the Martial Artist hit us again BEFORE we reach his face (and probably knocking us down with a broken jaw) |
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06-30-2022, 01:31 PM | #22 |
Join Date: Mar 2013
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Re: Turn of Combat Reformulated - Velocity
Personally I represent a speedster punching some ridiculous amount of times as an innate attack. It makes it much easier than meddling with the length of a combat turn.
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06-30-2022, 01:44 PM | #23 |
Join Date: Mar 2017
Location: Brazil
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Re: Turn of Combat Reformulated - Velocity
In this, initiative will only count towards the very start of combat, and only for surprise; at every full reaction-time, the surprised person gets to roll IQ normally to "snap out" of it. So, someone that has V20 and acts once every 0.5 seconds, would get 2 attempts to snap out of surprise per second. Someone with V1000 would get 100! And probably would murder any of the attackers that "surprised" him before they could even pull a trigger (for example, if it took him 20 rolls to recover from surprise, he would still have a good 0.8 seconds left to act - enough to act 80 times lol).
When combat begins, it's like a "mini-surprise": everybody rolls, the lower initiative starts; let us give an example: Fighter A - 500 ticks; critical success on initiative, acts first Fighter B - 200 ticks; not so good in the initiative roll So, the first one to act due to initiative, starts his action IMMEDIATLY; all others can only start acting AFTER a FULL tick account. So: Tick 0: A starts first action Tick 200: B starts first action Tick 400: B finishes first action, starts second Tick 500: only now A concludes his first action (assuming he wasnt interrupted) and starts his second. This means that a Speedster much faster than the adversary can "catch up" even if he failed initially to "begin hostilities". This would be the case of one of us seeing Bruce Lee on the streets and trying to test our luck, out of the blue; even thou we began the action, he probably would hit us before we even managed to conclude our pathetic attempt |
06-30-2022, 01:46 PM | #24 |
Join Date: Mar 2017
Location: Brazil
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Re: Turn of Combat Reformulated - Velocity
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06-30-2022, 01:54 PM | #25 | |
Join Date: Mar 2017
Location: Brazil
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Re: Turn of Combat Reformulated - Velocity
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For super fast actors, it doesnt change much: someone with V20 will act first, then also act another time while someone with V10 will only act after those 2. This gets interesting however when considering someone with ATR 0.2 against someone with ATR 0.45 thou. And this works equally way for Superspeed just as much as it works for just slightly faster/slower speeds, so it doesnt just go for sonic vs the turtle, but it actually serves well for the "Great White Dragon" vs "The Fury of the East" in a martial arts tournament. Last edited by KarlKost; 06-30-2022 at 02:05 PM. |
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06-30-2022, 02:03 PM | #26 | |
Join Date: Mar 2017
Location: Brazil
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Re: Turn of Combat Reformulated - Velocity
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Since he gets 1 billion actions before his adversaries, that in game mechanics terms would mean he gets a critical failure along those. Lets forget those absurdly high numbers thou, because either with RAW ATR or my "Velocity", the amount of CPs to reach such ridiculous amounts would make a God look like a noob. The Flash for example moves at light speed (even faster), that would require 60 MILLIONS of levels of ATR, or 60 BILLIONS of char points. So lets forget that absurdity for a while. |
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06-30-2022, 02:33 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Turn of Combat Reformulated - Velocity
It's comic books. That's equivalent to "That involves the Flash doing what he normally does". A "turn" in a comic book is a panel, and guess what: the Flash doesn't get more panels than Batman.
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06-30-2022, 02:57 PM | #28 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: Turn of Combat Reformulated - Velocity
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A = 5 B = 3 C = 1 D = 0 A,A,A,A,A,A,B,B,B,B,C,C,D If they Also have ETS, I would house rule what I did in the original post. |
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06-30-2022, 07:35 PM | #29 |
Join Date: Mar 2017
Location: Brazil
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Re: Turn of Combat Reformulated - Velocity
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06-30-2022, 07:36 PM | #30 |
Join Date: Mar 2017
Location: Brazil
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Re: Turn of Combat Reformulated - Velocity
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Tags |
combat, speed, speedsters, turn order, turn sequence |
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