GURPS Fantasy / Dungeon Fantasy (and beyond)

I get some of the problems the 1-second round was trying to address; particularly in modern games, the rate of fire is glacially slow compared to what most firearms can do, and even in melee it often underestimates the speed of attacks seriously.

The problem is, it ignores the other side of that (or at least understates it); when using that high potential rate of fire, most shots go anywhere but into the target in a combat situation. Even the -4 is not enough to represent that properly. So you end up with the situation where combats end up being over much, much too quickly, because the system ignores the amount of time people spend assessing what to do, catching their breath, circling or the dozen other things that drag out combats in reality.

As I recall there was a set of rules floating around years ago that forced some stall time into the game, but I don't recall exactly how they worked any more.
 

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I get some of the problems the 1-second round was trying to address; particularly in modern games, the rate of fire is glacially slow compared to what most firearms can do, and even in melee it often underestimates the speed of attacks seriously.
Is the issue verisimilitude? You could just abstract it and say a turn is a turn and the time is undefined. What matters is what you can do in a turn which may be driven by their official time but to me that isn't always true.
 


I get some of the problems the 1-second round was trying to address; particularly in modern games, the rate of fire is glacially slow compared to what most firearms can do, and even in melee it often underestimates the speed of attacks seriously.

The problem is, it ignores the other side of that (or at least understates it); when using that high potential rate of fire, most shots go anywhere but into the target in a combat situation. Even the -4 is not enough to represent that properly. So you end up with the situation where combats end up being over much, much too quickly, because the system ignores the amount of time people spend assessing what to do, catching their breath, circling or the dozen other things that drag out combats in reality.

As I recall there was a set of rules floating around years ago that forced some stall time into the game, but I don't recall exactly how they worked any more.
The simplest way I've heard to address this is to assume that once firearms are present, people hunker behind cover and aim and do all those things, and then rounds are the 1 second out of 5 or 6 where something interesting happens (and then moving the combat time-elapsed measure to 5 or six seconds per round).

Obviously it runs into issues with cases where someone does go full-auto-blindfire or start swinging fireman's axes at each other in the middle of a gunfight, but in most cases, it is good enough to satisfy most people most of the time.
 

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