07-26-2022, 12:40 PM | #1 |
Join Date: Jan 2019
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Changing turn sequence
Dear sirs,
I received some proposals from my players about introducing a random element (like basic speed + 1d6) in order to add some uncertainty in the turn sequence. In other words the turn sequence can change from turn to turn. I am strongly convinced that this will lead to a break up of the combat system, as everything is designed around a fixed turn sequence. Is there any official position of the designers (Kromm??) on this issue? Thanks! Giuseppe |
07-26-2022, 12:45 PM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Changing turn sequence
Back to back turns can result in some weirdness. If you really want random sequence, I'd suggest you should just roll once at the start of combat.
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07-26-2022, 12:49 PM | #3 |
Join Date: Jun 2013
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Re: Changing turn sequence
You could playtest it - try it out in a few no-stakes battles and see how it works. My assumption is that it will result in battles slowing down quite a bit, as whenever the round resets, you have to have everyone roll and redetermine turn order. You'll also invariably end up with oddities, like one character acting twice in a row (last action on one round, first on the next) or having to wait for everyone else to act twice between actions (first action on one round, last on the next). I can see justification for having initiative order be a bit different from battle to battle, so you don't always have every PC acting in the same order (although there is a benefit to that - I always know my turn is after Hank's, and Mary always knows her turn is after mine), but I think redetermining it every round would be problematic.
But, ultimately, the only way to know if it will work for your group is to try it out.
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GURPS Overhaul |
07-26-2022, 12:55 PM | #4 |
Join Date: Aug 2007
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Re: Changing turn sequence
If you randomly roll every Turn on a single die then about half the time a Player could choose All Out Attack and his opponents will be unable to exploit that period when he has forgone Active Defenses.
<shrug>Maybe this is what your players want.
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Fred Brackin |
07-26-2022, 01:09 PM | #5 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Changing turn sequence
See Combat Turn Sequence and Turn Sequence on B 362 and B 363, respectively. Specifically, "[The turn sequence] is set at the start of the fight and does not change during combat."
There aren't any optional rules for Turn Sequence. There aren't any expansions of the Turn Sequence in Martial Arts, or any of the other books that deal with combat in more detail. The designers don't support changing the Turn Sequence from round to round. That is their official position. Aside from that, people are providing reasons why changing the turn sequence from round to round is most likely going to make your play experience worse.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
07-26-2022, 02:51 PM | #6 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Changing turn sequence
Quote:
I guess I've never understood the almost fetishistic interest people have with determining who goes first in other games. Sure, ambushes and quicker reactions are a thing, but beyond that, I don't see the need or the appeal. "Who goes first?" is fairly low on the list of interesting things to be concerned about in combat. Besides, GURPS isn't set up in distinct blocks of time at which point you can say things like "everyone has taken their turn." The GURPS combat sequence is a circular affair, where you can just as easily say that the combatant with the slowest Basic Speed goes before the combatant with the highest Basic Speed. After the start of combat, there is no moment at which it makes sense to randomize the sequence. |
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07-26-2022, 03:06 PM | #7 |
Join Date: Jan 2019
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Re: Changing turn sequence
Well, they speak about a random turn sequence being more realistic, more "thrilling" for the randomness factor, less dull , etc...
But apart from that I am worried about breaking the combat system, as this house rule hits the core of the system. I understand that the official rules don't include this option, but is there an official Kromm quote in which he discourages this house rule? Pointing to that would solve the issue definitely. |
07-26-2022, 03:21 PM | #8 | |
Join Date: Apr 2019
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Re: Changing turn sequence
Quote:
Here are two GURPS authors discussing this. First Christopher Rice: https://www.ravensnpennies.com/melee...ng-initiative/ Second, Douglas Cole: https://gamingballistic.com/2015/11/...ed-gurps-turn/ I think that if your players want some added drama, you could try reordering initiative at the start of combat, following one of the methods outlined here. But probably what they're really interested in could be accomplished by taking advantage of "Surprise Attacks and Initiative" on B393. |
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07-26-2022, 03:40 PM | #9 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Changing turn sequence
googling against "site:forums.sjgames.com kromm turn sequence" gives the following best answers after looking at the most likely results on all pages:
http://forums.sjgames.com/showpost.p...&postcount=120 http://forums.sjgames.com/showpost.p...01&postcount=6 There's this one, from Rev PK, but sadly before he was assistant line editor: http://forums.sjgames.com/showpost.p...1&postcount=16 I'm pretty sure this came up on the old pyramid forums, but I don't have eidetic recall of ancient online arguments about RPGs and you wouldn't find my recollection useful if I did, anyway.
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07-26-2022, 06:01 PM | #10 | |
Join Date: Apr 2019
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Re: Changing turn sequence
Here's a relevant Krommpost:
Quote:
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