tag:blogger.com,1999:blog-7817710432110712270.post2825476317678819884..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Turn length in GURPSPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger10125tag:blogger.com,1999:blog-7817710432110712270.post-52124784069137599442020-04-04T08:32:40.190-04:002020-04-04T08:32:40.190-04:00Sounds like Champions, in a way.
Or, in a less de...Sounds like Champions, in a way.<br /><br />Or, in a less deliberately phased system, the alternate initiative system for Rolemaster from the Rolemaster Companion.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-50548623610732842902020-04-04T05:46:10.716-04:002020-04-04T05:46:10.716-04:00RuneQuest had one attack per 12 second turn subdiv...RuneQuest had one attack per 12 second turn subdivided into 12 strike ranks. DEX, SIZ, and weapon gave the base SR, so someone quick, big, and with a long weapon would have SR 0 and attack first. Moving and casting added more SR. Typical spell duration was 5 minutes. William Knowleshttps://www.blogger.com/profile/07075848234082280333noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-26922480470315558482020-04-03T21:21:39.366-04:002020-04-03T21:21:39.366-04:00Rather than mess with Turn lengths when you want e...Rather than mess with Turn lengths when you want extra verisimilitude or feel the players are abusing coordination you can apply certain requirements.<br />1. Use Douglas Cole's Aiming Rules from Pyramid.<br />2. GM fiat and tell players to act now or choose a Wait if your thinking they are taking too long to decide.<br />3. Require Tactics rolls (possibly Per based) to coordinate or notice things, possibly with penalties such as number of people in the fight and bonuses for Teamwork Perks or Techniques.<br /><br />Mostly though I just go with whats fun and only roll out special limits when the game is slowing down too much or the players abuse things. Of course the GM can coordinate pretty easily too.Roryhttps://www.blogger.com/profile/16408146921819252845noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-26803561482673122012020-04-03T20:09:25.766-04:002020-04-03T20:09:25.766-04:00Right, which is why my BotN approach is to keep on...Right, which is why my BotN approach is to keep one second Turns, just toss down penalties.<br /><br />A more elegant solution would be to lower skill levels, extend Aiming (or increase the bonus), etc. Rebalance around lower skilled folks taking a few Turns to Aim/Evaluate/Concentrate, but still allow for crazy high skilled cinematic fights.evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-50656491057724345872020-04-03T20:05:13.530-04:002020-04-03T20:05:13.530-04:00It's the spells that really make for a problem...It's the spells that really make for a problem, honestly. Casters can and will expect that if you can cast X spells in Y seconds, than when I shift to 2Y or 3Y then they can cast 2X or 3X . . . Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-6009868433804787992020-04-03T20:01:17.984-04:002020-04-03T20:01:17.984-04:00Spells and movements are the real case that mess e...Spells and movements are the real case that mess everything up - 1 minute durations, casting times in seconds. Do you allow a caster 3 x 1 second spells, or a full-power casting of a Missile spell? Can I cast a 1-second missile, Aim it, and then loose it on my turn? What's my Move if I'm just, say, sprinting?<br /><br />It's a tough nut to crack.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-86692859769027858122020-04-03T19:59:38.194-04:002020-04-03T19:59:38.194-04:00You're welcome. The eternal tradeoffs are toug...You're welcome. The eternal tradeoffs are tough. You tend to know when you've gotten it wildly wrong, but it's probably hard to get it truly "right" for all cases.Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-28976396820618283692020-04-03T18:37:01.211-04:002020-04-03T18:37:01.211-04:00Best of all worlds would be multiple turn-length o...Best of all worlds would be multiple turn-length options, a la GURPS Spaceships. Run into a some orcs in a corridor? Use 1-second turns. Firing arrows back and forth across a ravine? Use 5-second turns that include maximum aiming bonuses. A party of adventurers against hundreds of lizardmen? Use 30-second or even 1-minute turns and adapt the horde rules from GURPS Zombies.<br /><br />Alternately, make Enhanced Time Sense a mandatory advantage.BenjaminWashingtonhttps://www.blogger.com/profile/04435543057328775047noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-27732375442190701052020-04-03T07:06:01.846-04:002020-04-03T07:06:01.846-04:00If you want to implement proper OODA loop into GUR...If you want to implement proper OODA loop into GURPS, you could just increase to 3 second actions and handwave it, or you could give penalties for Immediate Actions in combat (and probably have to grant slightly higher Evaluate bonuses).<br /><br />Off the cuff, I'd say -4 feels about right. This allows for the crazies to All Out Attack (Determined) or All Out Defend (Increased) and still be kinda capable (talking 'realistic'* skill levels). Evaluates become popular to defray this cost, and Instead of a flat +1 I'd go with +1 + the 1/2 MoS of a Tactics roll (or maybe 1/2 tactics? or even a flat +1 on success, +2 on a crit? Maybe toss on a cap on the MoS?).<br /><br />This would apply to movement as well. DX rolls maybe, certainly penalties to Per to spot dangers on the move. Maybe Move and Concentrate could allow 1/2 move for a +2 to Per...<br /><br />That's my BotN take on this one.evileeyorehttps://www.blogger.com/profile/08296632217198088455noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-26110129194030827352020-04-03T02:38:43.682-04:002020-04-03T02:38:43.682-04:00I've been puzzling through this for a few year...I've been puzzling through this for a few years, too. I think that you can probably work through the "blinding speed" matter by giving high-skill (and other advantage) characters multiple attacks in a longer combat turn, possibly using something like the "Attack Priority" system from an old issue of Dragon magazine, where an initiative roll would also determine how many attacks the character got in that turn. I've been thinking that somewhere in 3-6 seconds per turn is the ideal range. I currently tend toward 4. Firearms would probably handle well with a combination of number of attacks per turn as with hand to hand, plus variations of GURPS's excellent method of handling multiple shots with one skill roll, so that anyone can empty a revolver at one target, but it takes some skilled effort to plan out a series of shots at one target followed quickly by shots at another.<br /><br />I don't know. I feel like there has to be a good solution, but almost everything feels like it trades too much from one way in pursuit of verisimilitude from the other, as it were. I'll continue to read think-pieces like this one and give it thought, for sure. Anyway, my point is, thank you for this article.faoladhhttps://www.blogger.com/profile/03691952430041394614noreply@blogger.com