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#11 |
Join Date: Sep 2011
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The first issue I have with Velocity is that the game slows down to a glacial pace if the velocities are too disparate. If you were to insist on resolving each of Flash's 500,000,000 actions first, the Batman's player is going to be waiting 13 years to declare his action (assuming you can resolve 1 action every second and don't do anything else for 24 hours a day, 7 days a week). If you're not going to resolve things action by action, then Velocity isn't needed and whatever you're using for a more rapid solution is the solution you're looking for.
For Velocities where the differential is 2:1 or less, a difference of exactly 2:1 is easily resolved as 1 level of Altered Time Rate. For a ratio less than that, it seems that Initiative by Speed should be an adequate solution. Granted nobody gets an extra action in, eventually, but at GURPS resolution, it seems like much work for little gain. Taking longer with a swing action than a thrust action is perhaps more easily dealt with as a house rule that penalizes speed when swinging as opposed to thrusting, say something like "declare your attack as a swing at your usual place in Initiative, but roll for success at Speed-0.5 in the Initiative list (roll a die to resolve order if you're tied with anyone at that Speed)." |
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#12 | |
Join Date: Aug 2007
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__________________
Fred Brackin |
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#13 | |
Join Date: Mar 2017
Location: Brazil
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The shooter rolls a single time, unless he's also a Superspeedster, in which case he could actually adapt to each single shot; the bullets however will be shot individually. The weapon itself would have it's own "Velocity", based on the RoF: for example, a gun with RoF 10 on full automatic, would be counted as "Velocity 100", meaning that each fire will be shoot in 0.1 seconds. If a char has V200, he can (easily) dodge the first bullet and cover the distance to the shooter in order to catch him just in time for the second bullet to get out. Also, someone with V200 and a mere HT10 would be moving at 20×5 = 100 yards/s (roughly 100m/s), which means roughly 205miles/hour or roughly 360km/h. That's just 7.5 times slower than averages bullets themselves, and faster than Formula1 cars at top speed. If the shooter aint a Speedster himself, he simply cannot adapt - and if he is, he would be better served throwing knives. (Now that I think about it, I probably should add Striking ST and remove Enhanced Move, since Altered Time Rate will already cover that). Now, for normal humans (up to Velocity 15 at most), this doesnt mean much, except a Dodge penalty/bonus to hit the target; since ALL bullets will land before any single other action, the Dodge difference will be all that matters. For Speedsters, this might mean get 1, 2 or maybe 1/2 actions between bullets or some combination of that (1/2 action would mean 1 action for every 2 bullets for instance). |
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#14 | |
Join Date: Oct 2010
Location: earth....I think.
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ATR is very powerful, more so when turned into a Wildcard power. Supers 4e page 41. That is what I always use for my speedsters. At low levels you got streel level speedsters. At high levels you get The Flash, higher still is Sonic The Hedgehog. |
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#15 | |
Join Date: Mar 2017
Location: Brazil
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The thing about that extra level of detail is that it also encompass how it becomes easier for a faster mover to hit a slower target - like for example anybody can always hit a turtle - and how it's harder for a slower mover to hit a faster target. This new trait plays good both for insane differences as for small ones; for example, a V14 vs V12, both within human scope, would nevertheless present a significant difference when they fight, with the V12 guy suffering both -2 to his own dodge and facing a +2 higher dodge from his adversary. I'll add Striking ST, since someone with V14 obviously punches harder than a V12 due to the speed of the impact alone. Also, Velocites bellow 2:1 - in the human case, between 10 and 20 - means that a person CAN act faster than once a second - just not every second. At V15 for example (the normal human max), you act at 2/3 of a second - this means that every 2 second, you have 3 "turns". This cant be represented by by Altered Time Rate - and yet a skilled martial artist would be poorly served by being denied that advantage. |
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#16 | |
Join Date: Mar 2017
Location: Brazil
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#17 | |
Join Date: Dec 2007
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#18 | |
Join Date: Oct 2010
Location: earth....I think.
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B = 3 C = 1 D = 0 Assuming that is also the initiative order. then the order is: A,B,C,A,B,A,B,A,A,A,B,C,D |
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#19 | ||
Join Date: Jun 2013
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If the shooter's only 10 yards away, sure.
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GURPS Overhaul |
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#20 | |
Join Date: Aug 2007
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You start choosing Maneuvers when your turn begins. Then you play out the effects of those Maneuvers in one block and you remain in the status (AoA, AoD, etc) of your last maneuver until your next Turn begins with another round of Maneuver choices. After you've played out the effects of your last Maneuver the Turn of the next player in the initiative order begins and so on. If you want to break up the effects of ATR to deny the possessor one of its' most important benefits......well, it's _your_ game but you're way out in House Rules land.
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Fred Brackin |
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Tags |
combat, speed, speedsters, turn order, turn sequence |
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