Thursday is GURPS-day, and so here’s today’s entry:
This one isn’t really navelgazing. I wrote The Last Gasp for a few specific reasons, and I thought I’d share a bit of how the article came about.
First, I’ve been a bit – frustrated is too strong a word – but at least a bit twitchy about the perceived, and maybe acutal, need to do something every damn turn in GURPS combats. There are relatively few incentives to evaluate, pause, or otherwise keep your distance from your opponent once a fight is joined.
Sure, you can use a Wait and Evaluate strategy before you really close to your desired striking range. But once you get within your range, there’s really only a few instances where taking even one turn to gather your wits is a decent thing to do.
The first is to interrupt death spirals of various kinds. If you can back off for a turn after getting thumped, you avoid the shock penalties that only show up for one turn after a hit. Another that can go for a while is to recover from stun. Others can be picking yourself up after a takedown, throw, or other “you fall down” result. Re-readying a weapon might count.
Maybe it’s because I suck, but when I used to spar, unarmed, long staff, twin midstick, double sword, long sword, or short-and-long (we do cool sparring in Hwa Rang Do), you would fight, break, fight, break, etc. Even in grappling, you occasionally pause – sometimes in an advantaged position, sometimes just holding your foe at bay.
Why pause? Sometimes, it’s looking for an opening. A series of feints and tests to get your foe to flinch and open up his guard.
But sometimes, you’re just freakin’ tired. You need a few seconds to gather yourself together, or throw your next combination. This produces what I’ve heard of as “lulls and flurries” in combat. A clash of arms (or legs, teeth, pointed sticks . . . ).
So, I wanted to do this, and I wanted it to it organically, arising from the rules. I also wanted to mimic one more thing I saw in real life. Before a tournament, I’d always, a month or two before, really ramp up my interval training, because how much wind you had really mattered in the two to five minute matches we’d do for grappling. We now do continuous sparring with takedowns and lockouts in HRD, and I have to imagine that your fitness level would be key there too.
So I wanted to have fitness matter. Call that “Note 1.”
The other thing I noted was that spending fatigue wasn’t that big a deal. Sure, once you got down to FP/3 you started having real issues. But until that, no big deal. In the DF game I play with +Nathan Joy Cadmus has HT 12, so I basically have 7-8 FP I can use in Extra Effort before anything happens to me, and if I can chill out for an hour and a half I’m ready to rock.
Same thing with long-distance GURPS running, or magic, for that matter. It all recovers at 1 FP per 10 minutes (modified for Fit, Very Fit, Unfit, etc.) until you start losing HP.
But many of my friends who run marathons can take three weeks to recover from that kind of strain. Maybe (probably?) that’s losing HP. But you’re sore and stressed for a few days after a good weight workout too, and that’s not HP of damage.
So Note 2 was “losing FP should be easily recovered at first, but losing lots of FP should take a long time to recover, maybe as much as weeks.”
Naturally, my thoughts turned to the Size-Speed/Range Table at this point. I’d had a geometric progression going where every FP took a certain multiple (constant multiple) longer to recover. It was +Steven Marsh who suggested the leveled structure that eventually appeared in the article, which was a way, way better solution than what I’d had.
For the short-term fatigue thing, though, my initial thought was “you spend an action point every time you roll the dice.” Even then, I wanted something that was going to be simple to track in play. I wound up with something fairly similar, but the “per die roll” thing had a certain amount of compelling to it.
Then, of course, I had to consider movement. That was – and is – a bit of a sticky there.
Edit: Fortunately, +Jason Packer has provided a helpful chart covering AP costs through Move 18. Thanks, Jason!
Point costs were also tricky. Fortunately, I had a very capable group of people who were well-disposed to playtesting my ideas: I recruited from the Technical Grappling playtest list, and got great advice. I didn’t always follow it – author privilege – but it was really great seeing a PT report of a boxing match, as an example, and seeing the “standing eight-count” be an important recovery strategy.
Anyway, there are more details in there. I tried to cover short and long distance running and lifting weights in an early draft – those didn’t work out as clean as I’d have liked – but all in all, I think it’s a nice addition. I’d love to play a game in which AP are used.
Which reminds me: +Peter V. Dell’Orto loves to remind me by direct word and indirect role-modeling, that it’s not cool to harsh on people’s fun. The box in the article noting that it’s smply Cruel and Unusual Punishment to make a GM track APs on fifty mooks? Yeah, that’s inspired by my thought of what Peter would say if I told him that this was how all games needed to run. Thus, I worked out a simple 1d6 style roll that would dictate NPC mook actions but, on the average, work out to the same number of actions and lulls as if you were managing your AP one by one.