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#211 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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That's not especially helpful is it? |
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#212 | |||
Join Date: Oct 2005
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I'd like to add to some of the things Douglas Cole said.
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But these are edge cases and unusual situations. Sometimes, it's players trying to pull something clever. And built in to the way GURPS works is the GM. It's up to him or her to say, "Sure, that's neat. Go woth it," or "No effen' way. Are you kidding me?" GURPS, unlike some other games, encourages a non-adversarial relationship between GM and players. The GM is encouraged to make rulings where the rules are less than clear, or where the rules as written are getting in the way of the cooperative fun of everyone involved. Remember there are no GURPS police who will break into your house and haul you off for playing the game wrong. We here at the forums have no way to enforce our opinions; even Kromm and RPK can't take away your GURPS books because you aren't playing the game the way they might intend you to. We just offer opinions and have arguments over rules because it interests us, and because sometimes players and GMs like to seek guidance from their peers and from the games creators about extending the rules to cover situations that crop up. If you're having fun reading, playing, and GMing GURPS, you're doing it right. Quote:
1) A character who takes an All-Out Attack loses all of their active defenses until the beginning of their next turn. With an invariant turn sequence, that means all of the character's opponents will have a turn in which they might be able to take advantage of the character's vulnerability. That's part of the trade-off for making an All-Out Attack. However, if the character is able to manipulate the turn sequence, they might set up a situation where the window of vulnerability is limited. The worst case would be one where a character takes two turns back to back: he could make an All Out Attack, lose all of their active defenses, then regain them again at the beginning of their next turn without having any window of vulnerability at all. 2) Spell durations run from when the caster finishes until the beginning of the caster's turn when the spell expires. So, if the spell duration is one second, that's measured from the end of the turn when the caster casts the spell to the caster's next turn. The intention is that the spell will affect or potentially affect other characters for only one of their turns and then end. If the turn sequence is rearranged, the caster might manipulate things so that he acts first and casts the spell, and then delays his next turn to the very end of the turn sequence so that everyone else winds up going twice before the spell ends, enjoying the benefits or consequences of the spell for twice as long as intended. Quote:
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#213 |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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I think the lower basic speed perspective is awkward. I prefer a delayed action as a solution for the OP problem.
It is not problematic for 1 second spells, only wil need some intelligent handling of multi-second spells and of excessive use of delays. As it does not seems to be the OP intention, then I don't see any problem in the fighter delaying his action to always act after the wizard. And I don't see a problem in delaying again if if decides to change the strategy. So waiting you have limited option, that can be quite broad as Kromm said, and that keeps you in the same position in the sequence and lets you interrupt other characters acts. Delaying would be like a do nothing maneuver that lasts less than 1 second. After that you take the action in your new turn sequence. I think it is raw compatible and not unbalancing. To avoid excessive use of delay (to keep things simple), maybe the GM should make some kind of test. If you fail you just done nothing for a whole turn. |
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#214 | ||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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A ST 12 character can choose to punch with ST 10, but can't later justify a punch with ST 14 because that will get them back up to an average punch ST of 12. A Move 5 character can choose to move at move 3, but can't later decide to move 7 because that moves them 10 yards in two turns--consistent with a Move of 5. A Basic Speed 8 person does not act twice as often as a Basic Speed 4 person. Quote:
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Last edited by Captain Joy; 05-20-2011 at 10:59 PM. Reason: Added Basic Speed 8 vs 4 sentence. Added "taking a maneuver first" to my 2nd sentence. |
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#215 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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a) "I want to delay the start of my turn until after Johnny's, so that I get first right to react to his actions." - That can't really be done using a restrictive reading of the rules, but there are lots of times that it makes sense that can't be done with RAW Wait (moving in formation, for example). b) "I stand on the sidewalk and will AOA (Determined) to grapple the first child that approaches the street." - That's a classic Wait. If you don't allow (a), it can introduce a situation where having excessive Basic Speed is actually disadvantageous, which except in a few specific examples is normally avoided for things that cost points. Even if you allow (a), you can't "speed back up" because you aren't actually going any slower, you're just timing things differently. The problem is that we are modeling something distinctly analog with a digital model for playability, and occasionally you must choose which inelegance you will accept.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#216 | |
Banned
Join Date: Apr 2008
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" ... you certainly can elect to use less than your full resources. You're allowed to strike at lower ST, move at less than full Move, etc. There's no reason at all why you couldn't choose to operate at lower Basic Speed." http://forums.sjgames.com/showpost.p...&postcount=111 |
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#217 | |
Join Date: Sep 2004
Location: Canada
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One of my reasons to run ideas and suggestions and questions by the forum here is that I value the feedback other amateur game designers can give me on these ideas. I can probably throw together a "functional" ruling, wave my hands a little, and my players will be happy enough, but because I LIKE game design, I am not happy with functional. I want aesthetically pleasing. I want elegant. I want to smooth off the rough edges so players don't catch their fingers on them, I want it to be in a "colour scheme" that matches the "interior decorating" of my campaign (fit the tone and style of my game), I want it to be a nice shape with easy to use controls (easy to understand, not so much dice rolling that my players get bored, enough dice rolling that they get excited), etc. And of course another reason is that sometimes I think I have a brilliant idea and I want other people to tell me its' brilliant (or not, so I don't make a fool of myself too much). I've had bad experiences with houserules tinkering with turn sequence in other game systems (and frankly, with other systems "official" turn sequence) - I'm not confident in my ability to tinker with this part of the game system without other people being able to watch me do it and warn me before I stick my finger somewhere I shouldn't.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#218 | |
Join Date: Apr 2005
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#219 | |
Join Date: Aug 2004
Location: Melbourne, Australia
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#220 | |
Banned
Join Date: Aug 2004
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Tags |
kromm answer, kromm explanation, wait |
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