seventeenth issue - RPG Review
seventeenth issue - RPG Review
seventeenth issue - RPG Review
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GURPS3e Combat System Revised<br />
Initiative and Turn Sequence are two separate <strong>issue</strong>s: <br />
by Michael Cole<br />
Initiative and Turn Sequence<br />
Initiative determines the ability to recover from surprise or stunning. It is checked if the person is either<br />
unprepared for combat, or has been stunned through combat. It is rolled against each turn after the first, and a success<br />
means that the person can act fully again.<br />
Turn Sequence is the order in which each person acts during a melee turn. It is calculated when the character is<br />
designed, and generally remains constant during their life.<br />
Initiative and Turn Sequence should be calculated and written at the top of the character sheet.<br />
Initiative<br />
When both sides of a combat situation are fully prepared, such as in a duel or an open field battle, there is no need to<br />
check initiative, and all participants operate at full Sequence value. But when one side or both is surprised (GM's<br />
discretion), all members of the surprised parties much check initiative. To check initiative, roll 3d vs. IQ, modified as<br />
follows:<br />
+1 for each level of Alertness (note that acute senses do not help, only Alertness);<br />
+2 per level of Altered Time Rate advantage;<br />
+6 for Combat Reflexes;<br />
+1 for Cool, Collected, Composed or Imperturbable (noncumulative);<br />
+1 for HyperReflexes if activated (unlikely);<br />
2 for AbsentMindedness;<br />
4 for Altered Time Rate disadvantage;<br />
3 for Combat Paralysis;<br />
5 for Confused;<br />
2 for Indecisive;<br />
+1 for Tactics (+2 for skill 20+).<br />
This initiative is rolled individually. Note that a successful Danger Sense roll prior to the combat will mean that the<br />
individual is fully prepared, and will not need to roll Initiative for surprise.<br />
Initiative rolls are reduced for the effects of fatigue.<br />
Turn Sequence<br />
Each player will calculate his or her Turn Sequence as follows: <br />
Basic Speed (DX + HT)/4<br />
+2 if the character has Combat Reflexes<br />
2 if they have Combat Paralysis<br />
+ Encumbrance Modifiers<br />
+1 if at least one point in Tactics.<br />
Turn Sequence is also reduced for the effects of fatigue.<br />
16 <strong>RPG</strong> REVIEW ISSUE SEVENTEEN September 2012