06-11-2012, 03:33 PM | #11 |
Join Date: May 2012
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Re: What exactly determines combat initiative in GURPS?
I have always liked game systems where individuals write their moves in secret and they are all done at once, and higher initiative gives you bonuses to change your movement in case someone did something that will interferere with what you would do.
Rolemaster uses this system. Anyway that GURPS could use it? |
06-11-2012, 03:36 PM | #12 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: What exactly determines combat initiative in GURPS?
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06-11-2012, 03:57 PM | #13 | |
Join Date: Mar 2010
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Re: What exactly determines combat initiative in GURPS?
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Using the rules in the books? Only if you don't care about keeping your characters past that fight. Redoing chargen for the entire table every in-game five-second-duration fight would be tiresome. (aka - I wouldn't suggest it) |
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06-11-2012, 03:59 PM | #14 | |
Join Date: Jan 2010
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Re: What exactly determines combat initiative in GURPS?
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06-12-2012, 09:13 AM | #15 | |
Join Date: Aug 2004
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Re: What exactly determines combat initiative in GURPS?
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The devil would be in the details though -- for instance, do you support Waits, and, if so, how? How do you handle movement when actions are being resolved simultaneously, and actions may depend on relative position (and thus, the order in which movement is applied)? Its probably easier (both less cumbersome in play, and requiring less reworkof the GURPS rules), if you want to use a "global turn" system, to use a global turn with simultaneous secret declaration of maneuver only, with resolution in order of lowest to highest initiative except that a higher initiative character can interrupt at any point (if two higher-initiative characters want to interrupt at the same point, the interrupts are in order of highest to lowest initiative.) |
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06-12-2012, 09:39 AM | #16 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: What exactly determines combat initiative in GURPS?
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However you can get the feel of this by using Wait maneuvers. Your limited to a subset of actions but you still get to respond to others. And if you have ATR you can do an action and use your last maneuver as a Wait. But remember GURPS turns are just 1 second each, that is way faster then most other RPGs and really does not give you much time to react. Places where the re-rolling initive work best are longer turns. |
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06-12-2012, 09:46 AM | #17 | |
Join Date: Oct 2007
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Re: What exactly determines combat initiative in GURPS?
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06-12-2012, 02:38 PM | #18 | |
Join Date: Jun 2006
Location: Mpls, MN
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Re: What exactly determines combat initiative in GURPS?
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__________________
Profession Life path Templates [DF]One Shot - Crevan Brokenhand's Last Rest Towndale: A user generated fantasy town for any game system. |
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06-12-2012, 02:50 PM | #19 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What exactly determines combat initiative in GURPS?
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06-12-2012, 03:36 PM | #20 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: What exactly determines combat initiative in GURPS?
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I'll definitely try it in my own game. |
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basic speed, turn sequence |
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