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#1 |
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Join Date: Feb 2006
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Hello, I’m new to GURPS which seems like a nice system. The only problem I have with it is the 1 second long “combat turn” which stops all possibility of having a bit of drama in a fight.
Fight will slow down to a stall of infinite role-playing less dice rolling. Does anyone have a good way to increase the length of a round without remaking the entire system? If it’s already in a book can someone help me find it? Best regards. |
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#2 |
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Join Date: Jan 2006
Location: Finland
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I wouldn´t say that it stops all possibility of drama but it´s true that in GURPs it takes awful lot of dice rolls to go through 10 seconds of combat.
It should´nt be such a problem when you´re handling blasters and such but in fantasy setting.. Dunno my experience is not from 4e maybe it´s a bite better but it used to be hard to take down ht 13 guy with any decent armor. (try wrestling..).. a good gm should try to hurry any player decisions in combat. Try coiunting down with you´r fingers. Giwe a little more leevay if the´res a real need for rethinking - or maybe not. But still you´re in matrix type slowmotion... But first you need players at least somewhat familiar with the system etc.. but the 1 second rounds are realistic.. It doens take longer than that to swing a sword - but granted they´re not always best for playability and drama. This is not an easy one... |
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#3 |
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Join Date: Aug 2005
Location: Chicago
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I had thought about doing something about this,
but never really tried it as it was a bit too much bookkeeping, anyway, charge a 'temporary' fatigue for each attack or defence made during a turn, if you want double it for heavy or more encumbrance, have this fatigue come back at one or two per turn of not attacking/defending you'll need scrap paper, but it'll keep people from going absolutely nuts in combat, give more time for evaluation, trash-talking, etc.
__________________
"Man does not strive for happiness; only the Englishman does that.” |
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#4 | |
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Join Date: Aug 2005
Location: Cowtown, Canada
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Quote:
Overall, I've never entirely stuck with one-second rounds; I prefer to let each round be as long as it needs to for dramatic purposes. My games tend to drop in and out of 'combat time' quite often. |
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#5 |
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Join Date: Jul 2005
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You could just call them 1 second-ish tuns. Use the rules as they are written and just say a turn is "about a second long, give or take a few seconds". That's what I do, and it works fine. The system works well the way it is written.
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#6 | |
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Join Date: Feb 2006
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Things as this deserve to be in the rules. Thank you Kale. |
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#7 |
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Join Date: Mar 2005
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Many of my players also had issues with 1 second combat turns. And I can kind of see where they're coming from. Therefore, I have a house rule to turn 1-second combat turns into 3-second combat turns. You can see what I proposed in this thread here:
http://forums.sjgames.com/showthread.php?t=10972 |
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#8 |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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I don't have that problem with combat. My combats flow pretty well, and we don't have a lot of "hmm, what am I going to do now?" moments. I do, however, try to keep combat to a minimum, unless it's a combat-heavy campaign.
I usually let the PCs drive the urgency behind the combat. If they want to stay behind cover and take occasional pot-shots at targets, then we don't go for one second rounds. If they're all behind cover and are getting their collective acts together, again, no one-second rounds. In both cases, the enemies may still be shooting, but it's not directly relevant. If someone wants to run from cover to cover, then we drop back into combat, one-second rounds and all. Another suggestion is to have your players tell you what they want to do as opposed to saying "I'm going to take an Evaluate Maneuver on mook 12-44a." They should be saying "I'm going to watch my opponent. I'm trying to figure out a weakness in his combat style." I've discovered that this helps people new to the system. It makes combat flow easier and smoother. My more GURPS-savvy players already know what they want to do. The best advice I can give you is to not get caught up in the complexity. |
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#9 |
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Join Date: Feb 2006
Location: Rio de Janeiro, Brasil
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I know this problem... I felt it too... Perhaps, make great changes into the systm will not fix it... Perhaps it do.
My greates problem was in my Star Trek Campaing. I created a kind of Macro-turn of ten seconds to solf the question of the orders on the bridge and the problem os press buttons to set weapons and scann things while in combat...
__________________
"I am the Elf. I am the One who walks alone." |
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#10 | |
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Join Date: Aug 2004
Location: Guangzhou, China
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To compare to D&D, you can do less on a GURPS turn than a D&D round, but so can your opponents. You can still take free actions to talk, etc, and because of fewer HP in GURPS combats are usually settled by fewer blows than D&D. So, in my experience, GURPS combats usually take the same or fewer rounds (and thereby realtime) than D&D, despite how long that round is supposed to be in game-time.
__________________
"No one ever sold newspapers by telling you the truth; life just ain't that bad." -Warren Ellis |
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