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Old 04-28-2022, 06:38 AM   #31
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Default Re: Questions while reading rules more accurately...

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Originally Posted by Gollum View Post
You will mostly be enforced to defend yourself without the least opportunity to hit me. Thus, even if you are very good at defending, you will eventually be hit.
Will I?
You move in and out of striking range once every second for 5 seconds while throwing a punch, or even better, a kick, a clean one, perfect form so you don't get any maluses on the roll.

Do it now, don't worry, we won't hear you panting.

It works in GURPS, but 'roleplayed' (as a believable human)?
No. Unless you're some sort of god with 100% friction sure feet, I'd like to see you weave in, attack solidly(in one second) and weave out (one second).

I can't take such claims seriously. No matter how often I have to read about footwork.

After 5 turns of that without even any danger, just doing it, you'd probably be wishing for 'one second of evaluation'.
If not, then try 10.

Tell me about the maths behind evaluation for a few turns then.
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Old 04-28-2022, 06:39 AM   #32
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Eh, GURPS movement in general is unrealistic, but that's because it needs to be gameable.
Exactly. But one of the main differences between GURPS and a lot of other roleplaying games (which doesn’t prevent them to be good too) is that its rules have been written by people who did know what they were talking about (often specialists). So, even if things are very simplified for game purposes, they are based on realistic principles.
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Old 04-28-2022, 06:46 AM   #33
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Default Re: Questions while reading rules more accurately...

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Will I?
You move in and out of striking range once every second for 5 seconds while throwing a punch, or even better, a kick, a clean one, perfect form so you don't get any maluses on the roll.
Yes of course. Doing that 10 or even 5 times in a raw is probably not possible. Especially for me. I’m not one of the fastest guys in my dojo!

But is a GURPS second a real second? If you consider it like that, most rules become stupid. Sometimes, you can act faster than what is said and other times, it is impossible to do it.

I consider GURPS turn as about 1 second. And the rules make much more sense like that.
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Old 04-28-2022, 07:20 AM   #34
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Do it now, don't worry, we won't hear you panting.
If the flurry of action that GURPS allows is problematic for you, consider using the rules from "The Last Gasp" (Pyramid #3/44). I think that lets you Step or Retreat each round without spending any further AP, but doing both costs 1. So you'd be burning through 3 AP each round, and thus a typical person will run out (and have to tap into FP reserves, which can readily leave you exhausted) after 3 seconds of doing that.
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Old 04-28-2022, 07:41 AM   #35
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On the other hand 10 seconds of movement drills, or even sparring isn't extreme. I've done training where it was more like 30 seconds or 1-2 minutes of uninterrupted drills.
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Old 04-28-2022, 08:40 AM   #36
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On the other hand 10 seconds of movement drills, or even sparring isn't extreme. I've done training where it was more like 30 seconds or 1-2 minutes of uninterrupted drills.
The problem with 5 to 12 second rounds is that if it is what happens sometimes, other times, things go much faster… In reality as well as in fictions. So, GURPS does a very good job by allowing it (aiming and evaluation maneuvers) while maintaining a very short round length.

The best definition of a combat round I have ever read is the one described in Call of Cthulhu 7th edition (Keeper Rulebook, page 102):
A combat round is a deliberately elastic unit of time in which everyone wishing to act and capable of doing so has a chance to complete at least one action. An investigator’s equality of opportunity is much more important than the notion that a combat round must represent a precise amount of real-world time.
I tend to use it for every roleplaying game now. Not 1 second, but about 1 second. Not 6 seconds but about 6 seconds. And so on. That avoid all these discussions which inevitably occurs during play: “Is it really possible to do that in so few seconds?” or “What, you say I’m not able to stab him three times in a raw while he can search for a potion in his backpack and drink the whole content?”

And even if it is not what is said in GURPS rules (Basic Set, Campaigns, page 363)…
Each character actively involved in the combat gets one opportunity to act per second, referred to as his “turn.” After everyone has taken his turn, one second has passed.
It is still the spirit of the text: “one opportunity to act”. Furthermore: “The GM shouldn’t feel constrained by the one-second time scale. This is just a way of breaking a battle into manageable chunks!” (Basic Set, Campaigns, page 362).

Last edited by Gollum; 04-28-2022 at 10:17 AM.
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Old 04-28-2022, 10:24 AM   #37
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I consider GURPS turn as about 1 second. And the rules make much more sense like that.
A GURPS turn is 1s because it's defined that way, but you'll get a lot fewer improbable results if you change it to 2s.
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Old 04-28-2022, 11:36 AM   #38
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Default Re: Questions while reading rules more accurately...

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The problem with 5 to 12 second rounds
I wasn't saying anything about using combat rounds, or even changing the length of turns. I was saying that five seconds of movement isn't an extreme amount that should exhaust you or whatever, because people train harder than this routinely. Even I do, and I am not a peak athlete by any stretch of the imagination.

Last edited by sir_pudding; 04-28-2022 at 06:30 PM.
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Old 04-28-2022, 11:42 AM   #39
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A GURPS turn is 1s because it's defined that way, but you'll get a lot fewer improbable results if you change it to 2s.
Of course.

Which is why I (house) rule: about one second. It remains one second ... plus or minus some tenths and hundredths. It just remains vague to avoid endless discussions about the real ability of an average man without training to run 5 yards from standing still in just one second, as noted by Varyon above, to draw a sword from his scabbard while a trained warrior will just have the time to slash him once with his knife, and so on.

It’s just a gameable second to allow each character to take one action which lasts approximately the same time in reality … but just approximately.

Last edited by Gollum; 04-28-2022 at 11:46 AM.
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Old 04-28-2022, 11:45 AM   #40
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Default Re: Questions while reading rules more accurately...

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I wasn't saying anything about using combat rounds, or even changing the length of turns. I was saying that five seconds of movement isn't an extreme amount that should exhaust you or whatever, because people train harder thsn this routinely. Even I do, and I am not a peak athlete by any stretch of the imagination.
Oh yes. Sorry for my mistake.

I fully do agree with what you said, then.
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