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Time of Flight in pen-and-paper RPGs

This is a response to a post +Gerardo Tasistro made a bit ago about when time of flight matters in RPGs. He’s positing that it’s not enough to know when in a turn sequence you act, but sometimes it’s key to know when – sometime later – the consequences of your action actually occur. I started to…

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Technical Grappling mentioned in TV Tropes!

From Grappling with Grappling Rules GURPS. Made worse by the incredible number of factors that GURPS has to account for. Of course the other tactical combat are just as complex and anyone who can use those on the fly wouldn’t be too concerned by the grappling rules. Fourth Edition isn’t so bad; grappling is taken as an…

Fight Planning – Know When to Fold ’em

You got to know when to hold ’em, know when to fold ’em, Know when to walk away and know when to run. You never count your money when you’re sittin’ at the table. There’ll be time enough for countin’ when the dealin’s done. -Kenny Rogers, “The Gambler” +Peter V. Dell’Orto recently ran a truly epic…