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#221 |
Join Date: May 2011
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Lord Carnifex, thanks for your comments as well. After re-reading the rules, conditions, terms, etc. on this topic and the discussion here I have a better understanding of this.
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#222 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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While not RAW, I think what some folks have been advocating is that we'd always allow a player to choose to act at a lesser Basic Speed than their current effective Basic Speed. If at some point, that meant they were acting last, I would allow them to continue to choose to delay their turn order in the sequence. This would necessarily mean they missed a turn. E.g. Basic Speeds are: A = 6.0, B = 5.75, C = 5.5, D = 5.25. Player A often wants to act at at lower Basic Speed. Their resulting turn sequences might look something like this:
I'm not claiming the above is RAW. Note, if A was spell caster, I wouldn't allow her spells to last extra time simply because her turns lasted longer because of her decisions to delay. If A had chosen All Out Defense, I would allow her defense bonus's to last over her extra long turns (but removing such bonuses after a second is not unreasonable either). In general, if you're going to allow PCs do this delay thing, you're going to need to decide how you're going to handle the extra bits at the end of their extra long turns. Of course, allowing them to set a lower Basic Speed only at the beginning of combat avoids the problem entirely.
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Last edited by Captain Joy; 06-19-2014 at 04:43 PM. Reason: spelling |
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#223 | |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Last edited by BaHalus; 05-21-2011 at 06:37 AM. Reason: Flood. |
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#224 | |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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And, choosing in one step to in from first to last is actually doing a do nothing maneuver. The player won't have two actions in a row. Use wait for that. |
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#225 | ||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Agreed, the only way to manage two actions in a row is with a Wait maneuver. And by the RAW, the first of those two maneuvers must necessarily be Attack, Feint, All-Out Attack, or Ready.
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#226 | |
Join Date: Aug 2004
Location: Melbourne, Australia
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#227 |
Banned
Join Date: Apr 2008
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That's odd. I cut and pasted it directly. It's to post 111 on this thread.
http://forums.sjgames.com/showpost.p...&postcount=111 |
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#228 | |
Join Date: Sep 2004
Location: Canada
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your turn 1, 6.00: you cast Flame Jet your turn 2, 6.00: you maintain Flame Jet, then Do Nothing (Delay) so that on your next turn you act at 5.25 your turn 3, 6.00: Flame jet comes up for maintenance? your turn 3, 5.25: ???
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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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#229 |
☣
Join Date: Sep 2004
Location: Southeast NC
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It's like a car. A good car will get you from point A to point B in comfort. There is absolutely no point in worrying about compression ratios or how a synchromesh transmission works, but a gearhead likes to know those things.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#230 | |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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Or I would just forbidden this during mantaining spells or other long actions. |
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Tags |
kromm answer, kromm explanation, wait |
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