The Final Round-Down: Going the distance with Move (GURPS)
So you’ve got three stats in GURPS that determine how fast you can cover ground (or air or water): That’s all fine. But note the double round-down: first, a pruning of Basic Speed to get Basic Move, then a truncating of final Move after multipliers. There’s nothing shocking or game-wrecking about that. But here I opine that you’ll get more interesting results if you instead keep those fractions. Keep that fraction on Basic Move; don’t round down. And when you multiply that score for encumbrance or other factors to get final Move, again, keep any fraction. Drop that fraction from Move only once, at the end, if and when you finally need to apply that Move to discrete hexes on a combat map. “The Final Round-Down”, let’s call it (cue 80s synth intro). The benefits of this – in a nutshell, more benefit from a fractional Basic Speed score, and more interesting differences among characters’ final Move stats – are pretty obvious without long-winded text (which you’re going to get anyway; sorry). But there is an interesting question to look at: just how much difference does it actually make? Why keep fractions? Making a difference off the map When your PC attempts to flee as far as she can in long-distance movement, or any time when movement spans several seconds, it’s only fair that we not lop off that fraction. A non-truncated Move 5.25 should beat a plain 5.0 in a footrace. I don’t see where Basic Set explicitly says to retain the fraction in long-distance movement, though a couple of passages hint at it. I expect a lot of GMs do it so as a matter of course anyway, and if a GM doesn’t, players are pretty sure to suggest it: GM: “Okay… with 10 seconds before the bomb goes off, and Move 5, you’ll cover 50 yards, 60 with a sprint. That helps, even if you won’t quite reach the trench…”Player: “Aw, come on. My Basic Speed is 5.75, and I’m not encumbered or anything, so I’m quite a bit faster than Move 5. I should get a good 57 yards, almost 70 with the 20% bonus for sprinting.”GM: “Okay, that’s reasonable…” Again, I don’t think the GM is bound by printed rules to entertain this player request, but it certainly makes sense. It’s fair to the player who kept her PC’s Basic Speed at 5.75 instead of shaving it down to 5 to nab an easy -15 points (with no downside beyond effect on turn order). Similarly, if a party’s slowest member would have a Move of 4.5 before rounding down, it’s just as simple – and more sensible – to set the day’s hiking distance to a multiple of that 4.5, not a truncated 4. It makes miles of difference. Simple and agreeable stuff. But what about turn-by-turn movement on the hex map? Making a difference even on the map Combat maps don’t allow for marching one figure 5 hexes and another 5.75 hexes (unless you’re going hex-free). You’ll have to move both characters the same 5 hexes per turn. But even here, making that round-down at the end, after all multipliers, can make a difference. Quick Quentin has Basic Speed 6, while Speedier Sammy spends a bit more for Basic Speed 6.5. That means Sammy can outpace Quentin over a distance if the GM plays as discussed above. During combat time, though, the two unavoidably share the same Move 6 on the hex map. All right. But let’s give both Light encumbrance. Under standard rules, we get this result: Simple enough – but pretty uninteresting. Now we’ll save any rounding for the end: The upshot: By investing in higher Basic Speed, Sammy hangs on to higher long-distance Move – and even keeps a higher rounded-down Move than Quentin under this instance of encumbrance. That’s fair and more interesting! Other circumstances yield similar results for the pair. Take sprinting. By standard rules, the unencumbered runners start with the same truncated Move 6 and end up with the same sprint Move of 7.2, rounded down to Move 7. With Light encumbrance, they start with the same truncated Move 4, which rises to an identical Move of 4.8 for both, which… rounds back down to Move 4 for both. Again, there’s no difference between the two runners – and with encumbrance on a hex map, sprinting does nothing for either. Yawn. With The Final Round-Down, sprinting takes Quentin’s Basic Move of 6 to Move 7.2 and boosts Sammy’s Basic Move of 6.5 to 7.8. Sammy has a clear advantage in long-distance speed – though unfortunately, in this case, a final round-down for hex map combat leaves both runners sprinting at the same speed. But toss in Light encumbrance again, and Quentin’s sprint Move becomes 6 x 1.2 x 0.8 = 5.76, while Sammy’s is 6.5 x 1.2 x 0.8 = 6.24 – a difference that matters in both long-distance movement and per-turn hex movement. Other benefits Letting PCs keep fractional bits of Move also helps a bit with a common player complaint: “Moving serious distance in GURPS combat is too slow.” When a separated PC is racing to join the fray, keeping those fractions in play can make all the difference between arriving a moment too late or just in time. Needless tables! Okay, so The Final Round-Down matters to long-distance movement, and can even matter to rounded-down per-turn Move. But how often is it meaningful to the latter? Here’s a table showing un-rounded Move for any un-truncated Basic Move and encumbrance level. All right, pretty simple. (For clarity, I’ve bolded rows with integer Basic Move scores.) Now let’s do a final round-down on those Move scores, if you’d like a table ready for per-turn hex-map movement (while keeping a minimum Move of 1, per GURPS): All right. Useful enough. But it’s not clear at a glance how this differs from Move under standard rules. So check this: That’s a lot of info. A guide: So, using The Final Round-Down, here’s the munchkin’s guide to wringing the most from points spent on Basic Speed and Basic Move: If your goal is to optimize long-distance movement If the GM drops fractions from Basic Move, per standard rules, then integer Basic Move scores are what you want in order to maximize long-distance (or any) movement with no wasted points. But if the GM retains those fractions, per The Final Round-Down, then any Basic Move, whether integer or fractional, is valid for purposes of long-distance movement; there are no particularly optimal Basic Move scores for movement purposes. So set Basic Speed and/or Basic Move to whatever hits your goal for running speed. If your goal is to optimize per-turn hex map movement Here’s where things are more interesting. What encumbrance level do you expect you’ll most often be dealing with? Guess at that, then choose a Basic Move that nets you a boxed Move score at that encumbrance level. Example: If you expect to be running around with Medium encumbrance, then 5.00, 6.75, and 8.50 are the minimum Basic Move scores that net you a rounded-down hex map Move of 3, 4, and 5, respectively, with no wasted extra Basic Move. If you don’t have a typical encumbrance level, buy a black Basic Move, which will make a difference to per-turn Move at some encumbrance level. Don’t buy a grey Basic Move! A Basic Move in grey is fine for its value to long-distance speed, but it adds no rounded-down per-hex Move, at any encumbrance level, above the Basic Move in black that came before it. (Restated: If the goal is to maximize hex-map Move for the points spent on Basic Move, then grey Basic Move scores are for losers.) If your goal is to optimize Dodge and/or combat turn order Basic Speed, not Basic Move, matters to Dodge and to combat turn order – two things that aren’t the focus of this page. But, some short notes for completeness: Basic Speed drops its fraction to yield Dodge, so an integer Basic Speed is what gets you the most Dodge for your point spend. Any added fraction does nothing for Dodge. By contrast, if your interest is combat turn order, every level of Basic Speed, fractional or integer, is a meaningful improvement over the level immediately before it. So buy whatever Basic Speed hits your target – but while you’re at it, you might as well take optimal long-distance and hex-map Move into account as well, as above. A tactical shopping note: A lot of players are happy to pare down Basic Speed to an integer, paying no more points than is necessary for a given Dodge. But some tricky players will go for, say, a 6.25, giving up a handful of points to get the jump on those point-misers who settled for 6.00. (I haven’t done a count, but an awful lot of the foes in the Dungeon Fantasy Roleplaying Game‘s Monsters book have an integer Basic Speed score. Holding on to an extra +0.25 Basic Speed will let you pre-empt some number of those baddies.) So. Keeping a little fraction on your Basic Speed instead of sacrificing it for points is nice for its occasional turn order benefit – though it’s expensive. If you appreciate the extra Basic Move you also get under The Final Round Down, that extra fraction may be worth the points. Otherwise, if you really don’t care about the Basic Move and just want the turn order advantage, ask the GM about something like the Blinding Strike perk from Dungeon Fantasy Denizens: Swashbucklers. (This buys extra Basic Speed for turn order purposes only, for a mere 1 point per effective +0.25 Basic Speed.) More tables Here’s a cleaner version of the above table: Same deal, but with “first appearance” Move scores highlighted in bold black, and other Move scores in grey. As above, if you want to optimize Basic Move for combat-map Move, pick a Basic Move that yields a black Move score for your expected encumbrance level. All the numbers! And here’s a table with all the numbers: This is simply Table 1, with rounded-down Move included after unrounded Move. Useful, but busy! For a table showing unrounded Move, I’ll stick with Table 1 way above. (And someday, I’ll probably make and post an über-table that adds precise sprint moves to the above. And maybe swimming and flight movement. Each of those with and without a sprint bonus. But today is not that day.) Odds and ends Other enhancements Many actions and traits can modify speed of movement. Sprinting is a common action noted above; common traits include Enhanced Move and advantages built from it (see martial artists’ Tiger Sprint in DF and DFRPG) and spells that boost or hinder Move. Again, keeping fractions until that final round-down on the hex map can make for more interesting differences among characters. Other environments Move in water and air is a bit of a hodgepodge. Per p. B18, characters adjust land Move by buying Basic Move up or down. Move in water is based on Basic Move, but characters then adjust Move itself, not Basic Move, up or down. Meanwhile, Move in air is based on Basic Speed, not Basic Move; characters then adjust Move itself up or down, with Basic Move never entering the picture. That arrangement cries out for some cleaning up, but that’s a topic for elsewhere. (It’s not some glaring problem in play.) For our purposes here, let’s just note this: as with encumbrance multipliers above, if you hold on to the fractional part of Basic Move and even of Move after multiplications, you retain meaningful differences in long-term movement. (That includes the ability to game, say, a swimming race with subtle speed differences among contestants, as opposed to standard rules, which set Move for nearly all humans in water to a flat 1, 2, or 3, and that’s it.) And even when you round Move down for per-turn use, doing so after...