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#1 | |
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Join Date: Jan 2011
Location: Chelyabinsk, Russia
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The only abusing over RAW is Fast-Drawing -> Attack -> Drop current weapon -> Fast-Drawing -> Extra Attack (with the same hand). By RAW you don't need Multi-Strike for such attack but by RAI you do. Though you would suffer the penalties to both Fast Draws (see MA for details) as well as penalty for Fast Drawing with non-main hand. Don't forget the penalties for Dual Weapon Attack. So, you only can achieve hit with a lot of points and cinematic traits/skills levels (Extra Attack is nearly cinematic as MA suggests).
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MH Setting. Welcome to help. |
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#2 | |
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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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This isn't a problem with turn length, I think, so much as possibly not understanding just how much the character is designed to be a badass. This is a cinematic Western gunslinger or a guy in a John Woo movie. If you don't want this kind of character in your games, you'll want to, as you noted, restrict Extra Attack.
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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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#3 | |||
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Join Date: Jul 2007
Location: San Antonio, TX
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Either way, get a core idea of what the character will *tend* to do, help them out to having them do it well (Targeted Attack/Pistol/Face for instance!), and then encourage them to do that often. One way to do so -- for melee weapons more than ranged -- is to let them take that one perk (I forget the name), that allows them to do their "signature moves" at +1 if they do them in the order they're listed in a turn. I'm not sure if that can apply to ranged attacks! Quote:
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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 Last edited by Lonewulf; 08-04-2011 at 11:11 AM. |
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#4 |
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Join Date: Feb 2011
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#5 | |
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Join Date: Jul 2008
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Of course, if the players have enough CP to budget that easily, they could also afford to raise skill a bit, and probably could pull off Dual Weapon Attacks if so inclined. How much armor were you giving the enemies? Mincing people up with dual one-handed weapons can lose a lot of shine against enemies in proper armor. Unless your PCs are also very strong, of course.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#6 | |
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Join Date: Aug 2004
Location: Nashville, TN
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Drop Weapon(s) (Free) -> Fast Draw (Free if successful) -> Fast Draw (Free if successful) - > Attack -> Extra Attack.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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#7 | |
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Join Date: Sep 2004
Location: Medford, MA
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There are different ways to use the toolkit where you'd end up having very different experiences. I tend to run games with a huge emphasis on non-combat skills. For example, every PC is going to have to spend 1cp on Area Knowledge (Home Town)...then I ask them what sort of trade/job skills they learned growing up...or what skills do they use to make money. Then I ask about hobbies. Then I ask about... Basically, with starting cp of 150, a lack of cinematic advantages, and an emphasis on well rounded PCs...I have rarely had PCs take Extra Attack and Quick Draw for everything...because they just didn't have the points for it. So, in some GURPS games you'll have people fast-drawing and attacking three times. But in others people will have to Evaluate every couple of seconds just to be able to connect their fist to the opponent's jaw. If you don't want such a cinematic feel, adjust which options are available to your PCs. |
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#8 | |
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Join Date: Apr 2006
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People who do this generally assume familiarity with the combat system. If you're all new, I'd extend the time limit; 30 seconds or a minute should be plenty. But unless you all want to have the possibility that someone could spend five minutes looking up, say, grappling rules on their turn before deciding what to do, you probably should have some sort of time limit. Think of being able to make quick decisions about whether to use obscure combat options the reward for learning them. |
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#9 | |
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Join Date: Feb 2011
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#10 |
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Banned
Join Date: Jun 2005
Location: Bristol
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Print off the battle cards from the pdf.
Each player has a set. They ought to remove the ones they do not need. Note there are GM specific cards within it. You can't fight and talk so get them to flip cards on what they are doing. If they take wait maneauvers then have a 3d6 second lull, the first person to say something leads and return to combat. If someone shouts over the first person then ssshh them. Note the PCs do not have to listen to what was said. The cards will make it easier. |
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| Tags |
| meta game, round, rounds, rules clarification, rules question |
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