Sacha Michel Mallais wrote: > On Feb 28, 2006, at 9:02 PM, <[EMAIL PROTECTED]> <[EMAIL PROTECTED]> wrote: > > >> If you don't roll for initiative, does gurps assume that everything > >> happens at once or something, or do the quick characters go first? > > > > The way it works per the rules, is that you determine the actual > > speeds of > > those who are involved in the action. Lets say you have 3 players > > and 2 > > NPC's involved in the following combat action: > > > > PC1 DX: 12 HT: 12 Move:6 Adj Mov: 5 (encumberance light) > > PC2 DX: 13 HT: 10 Move:5.75 Adj Move 3.75 (Medium encumb) > > PC3 DX: 11 HT: 11 Move:5.5 adj Move 4.5 (light encumb) > > > > NPC1 DX: 10 HT: 12 Move 5.5 Adj Move 3.5 (Med Encumb) > > NPC2 DX: 14 HT: 13 Move 6.75 Adj Move: 4.75 (Med Encumb) > > > > Combat sequence: > > PC1 (5), NPC2 (4.75), PC3 (4.5), PC2 (3.75), and NPC1 (3.5) > > > > The sequence would reiterate until the combat was finished. > > Close, but no banana. :-) Turn sequence is determined by > _Basic_Speed_. If there is a tie, highest DX goes first. If there > is still a tie, roll randomly or GM's choice. (This is true for 4e > -- see p 362 -- but I think also applies to 3e.) The actual turn > sequence would be:
3e used move first, then Basic Speed to break ties, then a 1d6 roll as a final tie-breaker. -- A generous and sadistic GM, Brandon Cope http://www.geocities.com/copeab _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
