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What is GURPS?
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<blockquote data-quote="ExploderWizard" data-source="post: 4331098" data-attributes="member: 66434"><p>The one second round lets you play out action in exacting detail and this can be both a blessing and a curse. One of my first GURPS combat experiences involved our party getting ambushed by some bad guys during a fantasy adventure. My big warrior started taking off his backpack to drop weight and increase his move. This took 3 seconds-a virtual LIFETIME in combat. While I was busy getting ready, our wizard was busy getting his foot pinned to the floor with a dagger. I learned that a few seconds is long time. As Jurgen stated, being far apart from your friends is dangerous. In the movies its usually the one wandering alone that dies first.</p><p></p><p>One mechanic that can help with the tight timeline is the use of combat lulls. These are breaks in the action when opponents are taking a breath, evaluating thier foes, and planning thier next moves. In the situation with the sniper, there was the possibility of a lull if any cover was available. The PC's hide behind cover which could begin a lull. One player starts to sneak away while the others give the sniper targets to shoot at such as a helmet on a pole (a cinematic classic) The GM can rule that 5-10 seconds go by between potshots from the sniper. This is a fairly accurate way to portray events assuming the sniper is a regular guy, mentally speaking, and not a crazed nutjob that just shoots nonstop until all ammo was expended.</p><p></p><p>So with a couple of lulls thrown in you can model that scenario very well. Things can be even more interesting if the sniper has allies that are doing some sneaking of thier own during this same time.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 4331098, member: 66434"] The one second round lets you play out action in exacting detail and this can be both a blessing and a curse. One of my first GURPS combat experiences involved our party getting ambushed by some bad guys during a fantasy adventure. My big warrior started taking off his backpack to drop weight and increase his move. This took 3 seconds-a virtual LIFETIME in combat. While I was busy getting ready, our wizard was busy getting his foot pinned to the floor with a dagger. I learned that a few seconds is long time. As Jurgen stated, being far apart from your friends is dangerous. In the movies its usually the one wandering alone that dies first. One mechanic that can help with the tight timeline is the use of combat lulls. These are breaks in the action when opponents are taking a breath, evaluating thier foes, and planning thier next moves. In the situation with the sniper, there was the possibility of a lull if any cover was available. The PC's hide behind cover which could begin a lull. One player starts to sneak away while the others give the sniper targets to shoot at such as a helmet on a pole (a cinematic classic) The GM can rule that 5-10 seconds go by between potshots from the sniper. This is a fairly accurate way to portray events assuming the sniper is a regular guy, mentally speaking, and not a crazed nutjob that just shoots nonstop until all ammo was expended. So with a couple of lulls thrown in you can model that scenario very well. Things can be even more interesting if the sniper has allies that are doing some sneaking of thier own during this same time. [/QUOTE]
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