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GURPS - What is it?
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<blockquote data-quote="Christian" data-source="post: 57739" data-attributes="member: 381"><p>I think the 1-second combat turns are what really got to me. Especially in a fantasy setting, with ranged weapon specialists.</p><p>GM: Your turn, Archer.</p><p>Archer: I draw an arrow.</p><p>...</p><p>GM: OK, back to you, Archer. What this turn?</p><p>Archer: I nock the arrow to my bow.</p><p>...</p><p>GM: Archer-</p><p>Archer: Yeah, yeah. This turn, I aim. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>And don't even dream of cocking a heavy crossbow.</p><p></p><p>It's a reasonable solution to a difficult problem in turn-based combat-trying to simulate a flowing battle situation in discrete increments. It's the same problem that D&D3 tries to solve with the unique Attack of Opportunity mechanic in its six-second combat turns. (I'll leave it to others to decide 'unique' means 'too brilliant for anyone else to have thought of before' or 'there's a reason nobody ever tried it that way.' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) But it can get excessive in a role-playing environment ... the game starts to turn into a tactical wargame instead. (SJ games published [publishes?] a great tactical wargame called <em>Car Wars</em> that uses 1-second combat turns divided into ten 1/10th of a second movement phases. Works great in that environment! Hey, yeah-maybe GURPS needs 1/10th of a second turns! There you go! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> )</p></blockquote><p></p>
[QUOTE="Christian, post: 57739, member: 381"] I think the 1-second combat turns are what really got to me. Especially in a fantasy setting, with ranged weapon specialists. GM: Your turn, Archer. Archer: I draw an arrow. ... GM: OK, back to you, Archer. What this turn? Archer: I nock the arrow to my bow. ... GM: Archer- Archer: Yeah, yeah. This turn, I aim. :( And don't even dream of cocking a heavy crossbow. It's a reasonable solution to a difficult problem in turn-based combat-trying to simulate a flowing battle situation in discrete increments. It's the same problem that D&D3 tries to solve with the unique Attack of Opportunity mechanic in its six-second combat turns. (I'll leave it to others to decide 'unique' means 'too brilliant for anyone else to have thought of before' or 'there's a reason nobody ever tried it that way.' :) ) But it can get excessive in a role-playing environment ... the game starts to turn into a tactical wargame instead. (SJ games published [publishes?] a great tactical wargame called [i]Car Wars[/i] that uses 1-second combat turns divided into ten 1/10th of a second movement phases. Works great in that environment! Hey, yeah-maybe GURPS needs 1/10th of a second turns! There you go! :rolleyes: ) [/QUOTE]
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