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Old 08-14-2015, 08:11 PM   #1
Jaware
 
Join Date: Aug 2015
Location: Everywhere and Nowhere
Default Newbie(ish) GM would like some help with alternative #3/44

Alright my friends, I have decoded to consult the hive mind.I can't find the amswers to the questions that I am looking for. So here's a bit of history about what I understand and what I'm looking for.

(Forgive me if this is already been asked somewhere, I'm new to forms and this is the first I've ever posted)

Alright, I'm kind of new to gurps. I've been loeveryone in my group to play it for a year or more now, but I couldn't ever find anyone who even knew what it was ( a shame really) so after a year of trial and error, research, etc i finally decoded i knew almost enough to start a campaign. So I made a quick and dirty intro to gurps "drop in drop out" style dungeon crawl to get everyone used to how gurps plays (everyone was used to D&D). This taking place over the last 5 or 6 months. I have since started a campaign and played for about a 3 months or so and everything is going well. For those who are curious, It's based in a deadspace like world and focused more on the roleplaying than the combat. But there is plenty of both.

now onward to my question.

the other day I was reading some alternative gurps that I dug up somewhere and I started reading

now I have looked over #3/44 and I like the way action points seem to use. But I have some questions about them that I couldn't find on Google and the forms here.


What I'm wondering is how exactly does AP work? Besides the whole spending and replenishing parts?

my main question is can one spend as much AP on their turn as they want? Or already they still limited to the "1 maneuver per turn" still in effect?

because the undead armies and machines makes it seem like they can use as many as they want in their turn. It has me confused... Amy help or insite, or direction would be appreciated.

Thanks, Jake
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action points, alternative, gurps, pyramid #3/44, pyramid 3/44


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