Occasionally, people will point out that the best way, rules-wise, to deal with a berserk opponent in GURPS is to trip him or her. Why? Because Change Posture isn't a valid maneuver choice for a berserker, and only Change Posture lets you stand up from prone, so a prone berserker cannot ever stand back up. You've now reduced your foe to crawling.
Pretty ridiculous, but there you go.
While I have my own other suggestions on re-working berserk, which will either become a Pyramid article (if it runs long) or a blog post (if it doesn't have enough meat to work into an article), I did end up thinking a lot about Change Position.
Do we need that as a separately defined maneuver in GURPS?
What if you shoved the Change Posture maneuver under Move? Thus making posture change just a way to Move?
Just off the cuff, here are some things I think would need to happen:
- you'd need to define posture changes as having a movement cost. These could be in movement points (much like forward is 1, change facing is 1, moving backward is 2, etc.) or as an effective percent cost in move (most of them are 100%, since they take the whole of your turn by the raw, but you could make that a 5-move cost if you wanted faster people to get to do more.)
- you'd need to clean up the various bits of posture changes subsumed into other forms of movement to match that. This is close to no work if you use the effective 100% cost assumed for most of these (B368's discussion of step and rising from kneeling, the various options in GURPS Martial Arts.)
- and that's pretty much it, I think.
That this would also incidentally take care of the "trip the berserker" thing makes this even more attractive. But it did make me wonder, why does changing posture need to be treated as a discrete option for your turn?
Alternatively, you could pry posture change out of everything. Make a section on posture changes and costs, much as the posture table does. So kneeling costs X Move (or 100% of Move) or your step, falling prone costs 100% of Move or Step, Crouch costs 0 (but changes movement cost after you do it), coming from prone to kneeling costs 100% of Move and has N/A under the Step costs (can't do it), etc.
It seems to me that you could do it either way, just as a way to make the options more clear and clean up the need to refer to changing posture and to movement separately. Or, with the table option, wholly move it to an overall modifier in the way that, say, crouching or crawling are.
If I wasn't working morning until night today I'd explore this in more depth, but lunch time is over now and I had to spend most of that studying. I will try to explore this idea a little further - anything that tightens up the number of discrete choices without restricting your options or freedom of action seems like a good thing to me. Ask me about Feint as a Combat Option sometime.