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#1 |
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Join Date: Feb 2011
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Hello!
My local group of GURPS players and I have nearly finished our first campaign. Rah rah rah! Anyway, one thing that has been bothering me is the fact that GURPS defines one turn rotation as taking one second. To me, at least, this seems an insanely short amount of time in which players draw weapons, drop weapons, attack (often multiple times), defend (often multiple times), and frequently a combination of the above. Players also talk as a free action but often communicate large ideas in 20-30 seconds "real time". My first question is this: Why was one second chosen as the time taken for one round? Is there any rationale here or was it just a number pulled out of a hat? On the flip side of thing, DnD turns take six seconds (as far as I can remember). However, as a low level player, this is equally annoying as you are typically limited to a single attack per six seconds! Second question: This fall I'll be the one running a campaign. Could we make a compromise and call each round 2 or 3 seconds? Would this completely break the game? Am I foolish for even trying to trifle with "the system"? Do I not know with what powers I contend? Thoughts and comments would be appreciated! |
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#2 |
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Join Date: Nov 2009
Location: Southern NH, USA
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There is a lot of reasoning behind it, but in the end you can call a turn any number of seconds you want it it really won't matter in the slightest.
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#3 |
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Join Date: Jun 2007
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I like 1 second myself for a few reasons. In terms of combat, I have seen fencing matches end in fewer than 5 seconds of match time, which means the 5 required touches averaged just under a second apiece. In terms of movement, the top sprinters move more than 10m each second after their initial acceleration, so with a lot more time you could get immense amounts of motion.
A few of my thoughts regarding how to deal with this: 1) I've considered giving players no time to make decisions when I come to their action. They've had the other players' times, so putting them on the spot shouldn't be so bad. It's not like the characters have time to sort things out. 2) If they want to say more than a few words, I would require several seconds for all the information to come across. That doesn't mean the action can't be free, just that it won't be finished in 1s. Chris |
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#4 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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However, you start to run into trouble when you go back to the real world. Whether or not one can attack or defend as many times in a turn as the rules say may be questionable, but I'm not sure it's universally and demonstrably wrong. However, if a turn takes 2 or 3 seconds, that means that people move half or a third as fast. Even someone sprinting flat out slows to a waddle, and that is demonstrably wrong. There's a similar contrary-to-reality effect on automatic weapons with known rates of fire and the like. All things considered, I'd leave it as is and accept that D&D and GURPS model similar things differently.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#5 |
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Join Date: Jul 2008
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...complaining that PCs do too much per turn in GURPS is relatively rare... If you've got characters quick-drawing into a Rapid Strike regularly, they must be very skilled. They deserve to be that fast! Well, mostly. The lengthy table talk isn't realistic, but is in keeping with Talking Is A Free Action. And if you don't want it, that's largely to be resolved at the table. You could insist that lengthy speaking requires (or forces) a Do Nothing or Concentrate maneuver. No guarantee that players will appreciate that though.
Changing to multi-second combat turns would really call for changing just about everything. It's not a minor thing. It's just plain wrong to keep the rules as they are, but call each round 3 seconds. Your characters will be absurdly slow in every respect. Since the game is built around the 1 second turn, stats are based around that. Trying to actually scale the turns up to three seconds will be messy in a number of ways.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 08-04-2011 at 10:37 AM. |
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#6 | |||||||
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Join Date: Jul 2007
Location: San Antonio, TX
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Fast Draw, which makes the action a free action, implies learning how to make the action very swift; as simple as moving your arm. Quote:
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That's truly laying into someone with a series of rapid strikes -- and as you can tell, every attack takes shorter than a second! Generally, however, combat will be interspaced with evaluates, all-out defenses, waits, etc. Attacking every round is generally what happens when two fighters get in close and wail at each other second after second -- generally, it doesn't last indefinitely. Quote:
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Generally, I wouldn't recommend it because a turn being a second makes sense to me. But that's all; it's stylistic choice.
__________________
She's like the sunrise Outshines the moon at night Precious like starlight She'll bring in a murderous prize ~Blind Guardian My Writing.com Last edited by Lonewulf; 08-04-2011 at 10:40 AM. |
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#7 |
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Join Date: Feb 2011
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Holy cow! So many good responses in such a short amount of time. It seems the general feeling is that the 1 second turn is fine. Addressing my concern for the amount of action a PC can perform in one turn, I like the suggestions of limiting communicated information and putting a time pinch on players when their turn comes around. But, as new players, we still get the "ahh... um, I think I want to do this... how do the rules for that work again?"
However, as a new GM, I will most likely prohibit the taking of Extra Attack for our starting out PCs since there are several other ways to get in extra attacks per turn (Eg. AOA, Rapid Strike, some Gun Fu rules we'll be using). Hopefully that will make it easier for me to balance encounters. EDIT: Most of the players in our current campaign have Quick Draw for everything in their arsenal in addition to Extra Attack. This has allowed several players to drop their current weapon, draw new ones, and attack multiple times in one turn. Last edited by RussellChamp; 08-04-2011 at 11:07 AM. Reason: clarified previous statment |
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#8 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Um...no. That's not how it works. Generally speaking, you get one attack per turn. Dropping a weapon and fast-drawing another lets you switch weapons quickly, but you don't get a new attack just because you happen to have a fresh weapon in your hand. The way you get multiple attacks is by buying Extra Attacks as an advantage or by manuevers like Rapid Strike.
__________________
I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#9 | |
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Join Date: Feb 2011
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Start -> (wielding a weapon they don't want like a bow) -> drop weapon -> quick draw first 1-hand weapon -> quick draw second 1-hand weapon -> attack once -> attack twice (using Extra Attack 1) -> End |
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#10 | |
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Join Date: Jul 2007
Location: San Antonio, TX
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__________________
She's like the sunrise Outshines the moon at night Precious like starlight She'll bring in a murderous prize ~Blind Guardian My Writing.com |
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| Tags |
| meta game, round, rounds, rules clarification, rules question |
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