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<blockquote data-quote="innerdude" data-source="post: 9140304" data-attributes="member: 85870"><p>QFT.</p><p></p><p>It wouldn't be such a problem if the rest of a player "action turn" could resolve faster such that 1-second rounds weren't so punitive for, you know, <em>actually having fun</em>. It's a design decision that has MASSIVE downstream effects on basically everything combat related (so, you know, like 90% of the game), and none of them are particularly <em>good</em> in terms of making the game more fun and usable.</p><p></p><p>I learned quickly from the GURPS "power users" that literally anything that forces you to lose a combat round FOR ANY REASON needed to be built against.</p><p></p><p>In melee combat it was weapons that required a round to "ready" after using, like axes and two-handed pole arms. It was essentially useless to build a ranged character if you weren't planning to take every advantage in the book to eliminate the extra round requirements to draw and nock an arrow. Anything that forced you to waste a round moving or re-facing on your "hex" in combat had to be eliminated, stat. Not from the rules, of course; the rule itself had to remain. It was just up to the players to instinctively know how to do character builds to eliminate all the hassles the rules created.</p><p></p><p>The whole process was a damning exercise in "trap avoidance," but of course, the solution wasn't to just make the game more <em>fun</em>. The solution was for me as a player to just "git gud" and know the traps.</p></blockquote><p></p>
[QUOTE="innerdude, post: 9140304, member: 85870"] QFT. It wouldn't be such a problem if the rest of a player "action turn" could resolve faster such that 1-second rounds weren't so punitive for, you know, [I]actually having fun[/I]. It's a design decision that has MASSIVE downstream effects on basically everything combat related (so, you know, like 90% of the game), and none of them are particularly [I]good[/I] in terms of making the game more fun and usable. I learned quickly from the GURPS "power users" that literally anything that forces you to lose a combat round FOR ANY REASON needed to be built against. In melee combat it was weapons that required a round to "ready" after using, like axes and two-handed pole arms. It was essentially useless to build a ranged character if you weren't planning to take every advantage in the book to eliminate the extra round requirements to draw and nock an arrow. Anything that forced you to waste a round moving or re-facing on your "hex" in combat had to be eliminated, stat. Not from the rules, of course; the rule itself had to remain. It was just up to the players to instinctively know how to do character builds to eliminate all the hassles the rules created. The whole process was a damning exercise in "trap avoidance," but of course, the solution wasn't to just make the game more [I]fun[/I]. The solution was for me as a player to just "git gud" and know the traps. [/QUOTE]
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