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<blockquote data-quote="TreChriron" data-source="post: 9738280" data-attributes="member: 5046"><p>(queue up Bernie Sanders on the lawn chair meme...)</p><p></p><p>Once again, I'm here to talk to you about 1-second combat rounds.</p><p></p><p>1) In all the GURPS games I've run, I've focused on frenetic combat and kept a brisk pace. I see combat as chaos. Keep things moving so people don't get distracted. The 1-second round thing has never really impacted combat in any meaningful way. It runs and plays like any other combat system, with the caveat that people do one thing per turn. In modern games, people do a lot of aiming or evaluating. Experienced players are not afraid to move somewhere, aim, then fire. Getting hit is ugly. So, it's worth it.</p><p>2) With several options turned on, you have more to track and more rolls. That is the largest difference between GURPS and other popular d20 systems.</p><p>3) It says right in the rules that you don't have to maintain second-by-second turns when the action changes. You could have a running gun battle where a minute or even five are spent running and hiding, punctuated by several rounds of combat when someone catches up. I drop out of rounds all the time. It works fine.</p><p></p><p>For beginners, or those willing to try it again, don't focus too much on the timing and instead focus on the maneuvers you can take each turn, and don't be afraid to do something besides "attack" every turn. I have run the game for military veterans, and they squeeze every ounce of tactical know-how out of the combat system. It rewards tactical thinking and has options to support it.</p></blockquote><p></p>
[QUOTE="TreChriron, post: 9738280, member: 5046"] (queue up Bernie Sanders on the lawn chair meme...) Once again, I'm here to talk to you about 1-second combat rounds. 1) In all the GURPS games I've run, I've focused on frenetic combat and kept a brisk pace. I see combat as chaos. Keep things moving so people don't get distracted. The 1-second round thing has never really impacted combat in any meaningful way. It runs and plays like any other combat system, with the caveat that people do one thing per turn. In modern games, people do a lot of aiming or evaluating. Experienced players are not afraid to move somewhere, aim, then fire. Getting hit is ugly. So, it's worth it. 2) With several options turned on, you have more to track and more rolls. That is the largest difference between GURPS and other popular d20 systems. 3) It says right in the rules that you don't have to maintain second-by-second turns when the action changes. You could have a running gun battle where a minute or even five are spent running and hiding, punctuated by several rounds of combat when someone catches up. I drop out of rounds all the time. It works fine. For beginners, or those willing to try it again, don't focus too much on the timing and instead focus on the maneuvers you can take each turn, and don't be afraid to do something besides "attack" every turn. I have run the game for military veterans, and they squeeze every ounce of tactical know-how out of the combat system. It rewards tactical thinking and has options to support it. [/QUOTE]
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