04-28-2022, 06:38 AM | #31 | |
Join Date: Apr 2022
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Re: Questions while reading rules more accurately...
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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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04-28-2022, 06:39 AM | #32 |
Join Date: Apr 2005
Location: France
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Re: Questions while reading rules more accurately...
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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04-28-2022, 06:46 AM | #33 | |
Join Date: Apr 2005
Location: France
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Re: Questions while reading rules more accurately...
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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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04-28-2022, 07:20 AM | #34 |
Join Date: Jun 2013
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Re: Questions while reading rules more accurately...
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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04-28-2022, 07:41 AM | #35 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Questions while reading rules more accurately...
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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04-28-2022, 08:40 AM | #36 | |
Join Date: Apr 2005
Location: France
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Re: Questions while reading rules more accurately...
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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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04-28-2022, 10:24 AM | #37 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Questions while reading rules more accurately...
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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04-28-2022, 11:36 AM | #38 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Questions while reading rules more accurately...
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. |
04-28-2022, 11:42 AM | #39 | |
Join Date: Apr 2005
Location: France
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Re: Questions while reading rules more accurately...
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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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04-28-2022, 11:45 AM | #40 | |
Join Date: Apr 2005
Location: France
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Re: Questions while reading rules more accurately...
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I fully do agree with what you said, then. |
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