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


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