Compendium 1 suggested in a realistic campaign it was alright to take as
many as 3 levels of increased speed so I did. However I now have a move of
11 and if my calculations are correct and would break the current world
record for 100 m.
Is the Compendium in error? How much increased speed would you allow without
breaking realism.
Ross Gilberston
What's the world record?? AH SORRY (opens IE and google) lessee Maurice
Greene: 100 m 9,79 s (1999)
Somebody with DX and HT of 16 and natural tendency?? for running IS going to
be a world record guy anyway IMHO...
Taneli
Doesn't 3 levels of Increased Speed also mean you can make four attacks
per turn?
I would say it's just a Supers advantage. If you want a normal to run
fast, get a DX and HT of 16, and buy up your Running skill. If you can
run 10 yards per second, that's 20 miles per hour, which is pretty fast
for a human.
(The conversion from yards per second to miles per hour is conveniently
close to 2.)
--
"'No user-serviceable parts inside.' I'll be the judge of that!"
"Gregory L. Hansen" wrote:
>
> In article <3c0ba695$0$19078$afc3...@news.optusnet.com.au>,
> Ross Gilbertson <grapem...@optusnet.com.au> wrote:
> >I've just created a character for a new campaign using Compendium 1 who is a
> >professional track athelete.
> >
> >Compendium 1 suggested in a realistic campaign it was alright to take as
> >many as 3 levels of increased speed so I did. However I now have a move of
> >11 and if my calculations are correct and would break the current world
> >record for 100 m.
> >
> >Is the Compendium in error? How much increased speed would you allow without
> >breaking realism.
>
> Doesn't 3 levels of Increased Speed also mean you can make four attacks
> per turn?
No, increased speed increases, well, basic speed, including dodhe and
move.
>
> I would say it's just a Supers advantage. If you want a normal to run
> fast, get a DX and HT of 16, and buy up your Running skill. If you can
> run 10 yards per second, that's 20 miles per hour, which is pretty fast
> for a human.
>
> (The conversion from yards per second to miles per hour is conveniently
> close to 2.)
>
> --
> "'No user-serviceable parts inside.' I'll be the judge of that!"
--
"On two occasions, I have been asked [by members of Parliament],
'Pray, Mr. Babbage, if you put into the machine wrong figures,
will the right answers come out?' I am not able to rightly apprehend
the kind of confusion of ideas that could provoke such a question."
-- Charles Babbage
TP wrote:
>
> "Ross Gilbertson" <grapem...@optusnet.com.au> kirjoitti viestissä
> news:3c0ba695$0$19078$afc3...@news.optusnet.com.au...
> > I've just created a character for a new campaign using Compendium 1 who is
> a
> > professional track athelete.
> >
> > Compendium 1 suggested in a realistic campaign it was alright to take as
> > many as 3 levels of increased speed so I did. However I now have a move of
> > 11 and if my calculations are correct and would break the current world
> > record for 100 m.
> >
> > Is the Compendium in error? How much increased speed would you allow
> without
> > breaking realism.
> 11-3=8
> Average of DX and HT is 16?
> GURPS uses yards (0,9144 m) so 11*0,9144=10,0584... so this guy makes 100
> meters in 9,94 seconds
All he needs is HT 14 and Running 16.
If you just want a fast runner, ask if you can take increased move - 5
points for each +1 to move only.
>
> Ross Gilberston
> GURPS uses yards (0,9144 m) so 11*0,9144=10,0584... so this guy makes
> 100> meters in 9,94 seconds
>
> What's the world record?? AH SORRY (opens IE and google) lessee Maurice
> Greene: 100 m 9,79 s (1999)
Which is a GURPS move of 11.17. I'm not sure how the extra effort rules
come into it, but if I was GM'ing a race, I'd give the win automatically
to the better Speed, but if they were the same I'd have a Contest of Will.
Hang on, isn't your acceleration limited to your Basic Speed, less Running
skill?
--
Richard Gadsden
"I disagree with what you say, but I will defend to the death
your right to say it" - Attributed to Voltaire
>>I've just created a character for a new campaign using Compendium 1
>>who is a professional track athelete.
>>
>>Compendium 1 suggested in a realistic campaign it was alright to take
>>as many as 3 levels of increased speed so I did. However I now have a
>>move of 11 and if my calculations are correct and would break the
>>current world record for 100 m.
>>
>>Is the Compendium in error? How much increased speed would you allow
>>without breaking realism.
>11-3=8
>Average of DX and HT is 16?
>GURPS uses yards (0,9144 m) so 11*0,9144=10,0584... so this guy makes
>100 meters in 9,94 seconds
>
>What's the world record?? AH SORRY (opens IE and google) lessee Maurice
>Greene: 100 m 9,79 s (1999)
Let's work it backwards. Let's start by aiming for 100 yards in 10
seconds.
Using the sprint rule (B108) and _not_ using the optional rule that
equates a +1 movement with +20% movement the equation is x + 9(x+1) =
100. Sprinters normally use starting blocks, which we'll assume is good
for sprint movement in the first second, making the equation 10(x+1) =
100.
Now assuming that Sprinters use Extra Effort Running (CII171) they're
likely to try to get a +2 Move (-8 to skill) modifier. So the new
equation is 10*(x+3) = 100. (We can also assume that running on a track
avoids some of the nastier critical failures of extra effort running.)
Solving for x we get x = 7. Hmmm! I've gotten Move/7 characters
without trying. [Rechecks calculations.] That's the way the numbers come
out though.
So, in GURPS terms a world class sprinter could have DX=11, HT=11, and
Running/12 costing 28 points. (Working the numbers for 100m in 9.79 sec.
gives us the equation 9.79*(x+3) = 109.4 which solves to a Move of 8.17.
Likely DX=13, HT=13, Running/14 [68 points total]. A big difference for
less than a quarter second.) Now at 25/ buying Increased Speed doesn't
make sense until both DX and HT are 13, so, depending on how you look at
it, either _no_ levels of Increased Speed should be acceptable, or
Increased Speed may be taken to make up for particularly low stats.
Running _skill_ OTOH is an absolute must for making those extra effort
rolls.
(For those who want to figure what the world record on the 100m dash is
in their world or some such, the general form of the equation is
t(s+M+e)=d where t=seconds time, s=sprint bonus, M=Move, e=extra effort
bonus, and d=yards distance, accurate between 100 and 200 yards.)
Jeff A. Wilson
http://members.aol.com/JefWilson/rpg/
Sooner or later or later someone will indeed break the current world record.
If you don't want to be that person, then get 2 levels.
Hold on! In GURPS your move is (DX+HT)/4 and raising your move from 5
(average) to 6 costs 40! points (+2 to each attribute) while Increased Speed
is only 25 per level
Taneli
>Hold on! In GURPS your move is (DX+HT)/4 and raising your move from 5
>(average) to 6 costs 40! points (+2 to each attribute) while Increased Speed
>is only 25 per level
Oops. You're right, of course. I slipped a mental cog someplace.
So a world-class sprinter should likely be something like DX=10, HT=12,
Increased Speed=1, and Running/14. So, one level of Increased Speed is likely,
two is possible, and three is highly unlikely. And a little training will make
a person with DX=10 and HT=10 and Increased Speed/3 _the_ world class sprinter.
Right, but this guy is more likely to fall on his ass than make
his skill roll, with the Extra Effort Running. Toss it and do
the numbers without - it's only mussing your calculations.
Wylodmayer
>>So a world-class sprinter should likely be something like DX=10,
>>HT=12, Increased Speed=1, and Running/14. So, one level of Increased
>>Speed is likely, two is possible, and three is highly unlikely. And a
>>little training will make a person with DX=10 and HT=10 and Increased
>>Speed/3 _the_ world class sprinter.
>Right, but this guy is more likely to fall on his ass than make
>his skill roll, with the Extra Effort Running. Toss it and do
>the numbers without - it's only mussing your calculations.
Why don't you run the numbers yourself? The equation was in my post.
As for falling on his ass: the modified skill is 6 succeeding ~1 in 10,
while critical failure is 16+ ~1 in 21. Also, as my original post
mentioned, track running is _optimum_ conditions. On a track, prepared
with streches and warm-ups, the results of a critical failure are not
going to be nearly as severe as running down a path after ambushing some
bandits (GURPS default conditions).
Now you may disagree with me about where athletes aim for when making
extra effort running track rolls, and I won't argue the specifics. But
with track being _optimum_ conditions, saying that athletes don't use
extra effort running is pretty much the same as saying those rules
should be eliminated altogether.
(And, BTW, I have personally done track and field events, so I do know a
little aboout the subject.)
Hm, good point. Fair enough.
Wylodmayer