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Old 10-28-2008, 08:32 PM
spielmeister spielmeister is offline
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Join Date: Oct 2008
Location: makati, philippines
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Quote:
Originally Posted by Marc
I was thinking the same. Longer turns to do longer actions. I suppose that it requires a little practice for the GM, to choose the moment to change from short 1 second turn length to the 10 second turn length. In fact the problem with the turn length always erupts when some of the players are fighting and the rest are doing something else. I'm afraid that is a typical GM problem that can only be solved with a little patience.
Yes Marc that's true. The 4e book talks about 'dropping in and out of combat time' but its up to the GM to smoothly implement this. I guess it really takes some getting used to on the part of both players and the GM. I could be wrong here but gurps seems to be the odd man out in terms of time frame allotment in combat insofar as rpgs are concerned. many i have seen seem to use 6 second or 10 second combat rounds.

a friend once played phoenix command sometime in the 90s and he said it also used something like the gurps 1 second turns (I could again be wrong here, its been sometime since that chat).
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