GURPS Fantasy / Dungeon Fantasy (and beyond)

There’s a ln advantage in one of the DF supplements for archers that reduces reloading time a lot.

Wizards, using the core system also spend multiple rounds in many instance to accomplish anything.
There is a similar Advantage in Delvers to Grow for Wizards to make missile spells castable and throwable in 1 turn. At the high end, 20 skill will reduce casting time as well.
 

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The "problem" I have with the 1-second round is that once you remove modern firearms and the like, there's really no merit to the 1-second round as nothing is ever fast enough to need it. The crossbow, particularly the heavy, becomes so slow that no one bothers with it. It takes multiple rounds to even get off your first shot; it's just dull. No one wants to spends 80% of a combat reloading.

That just makes crossbows realistic. You load one or two of them. You fire them. If you're in close quarters, that's it. If you want to play a Gauntlet like game where you pew-pew-pew with a crossbow every round, GURPS out of the box is not friendly to that. You don't spend 80% of the combat reloading, you draw your broadsword and attack.
 

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