Thursday, April 24, 2014

HT and Simplified Running

Health GURPS Stat

the health stat bugs me because fitness and conditions are separate. Why can't it be just in one stat? If I get healthier all these things improve, an every point of health matters. in the items below, you will note that TALENT plays a big role (one can feel pretty inferior when comparing themselves to people with talent in the field they invest a lot in). 

Building HT with Fitness
  • FP pool - if FP was calculated like BL you will have a curve. (HT^2)/10.  
  • How you Recover FP - 100mins / Base FP (not counting extra FP). 
    • HT 7 (5fp), 20mins per FP
    • HT 8 (6fp) 16.7mins per FP
    • HT 9 (8fp) 12.5 minutes per FP
    • HT 11 (12fp) 8.3 minutes per FP
    • HT 12 (14fp) 7.1 minutes per FP
    • HT 13 (17fp) 5.9 minutes per FP
    • HT 14  (19fp) 5.3 minutes per FP. 
    • HT 15  (22fp) 4.5 minutes per FP.

Simplified Running

Since I run, I want running in gurps to match more of the metrics I studied. 

Sprinting follows the same rules.

Edit.I can mode it with the Haste Rules, , but settled on the Extra Time rules instead because the penalties under Haste would be to high and far outside the system's benchmarks and its easier to do. 

EDIT Under the Haste rules, under Time Spent rules in B346, is more confusing. Reversing the Extra Time Rules where every double of Effort giving a -1 penalty would easier to implement . 

EDIT: Specialize in Sprinting or Running. you may want to allow optional specialization. Running becomes Easy, but you have -2 to do one or the other. To represent the difference between a Marathoner vs a Sprinter .

1 minute Sprint

1 minute, Running defaulting penalty '+4 if skilled, -2 (x4 the interval) Task Difficulty Modifier, Move*4.32km/h (or Move*2.7mi/h), costs 4FP. Failure spends one more FP. Success adds a +5% to the performance (in time or distance, which ever you are measuring). Extra Effort rules apply.

15 minute Run

15 minutes, Running defaulting penalty '+4 if skilled, -4 (x16 the interval) Task Difficulty Modifier, Move*2km/h (or Move*1.25mi/h), costs 1FP. Failure spends one more FP. Success adds a +5% to the performance (in time or distance, which ever you are measuring). Extra Effort rules apply.

15 minute Sprint

15 minutes, Running defaulting penalty '+4 if skilled, -10 (x1024 the interval) Task Difficulty Modifier, Move*2km/h (or Move*1.25mi/h), costs 6FP. Failure spends one more FP. Success adds a +5% to the performance (in time or distance, which ever you are measuring). Extra Effort rules apply.

Long Distance Running

1 hour, Running defaulting penalty '+4 if skilled, -6 (x64 the interval) Task Difficulty Modifier, Move*2km/h (or Move*1.25mi/h), costs 2FP. Failure spends one more FP. Success adds a +5% to the performance (in time or distance, which ever you are measuring). Extra Effort rules apply.

Example. A a pretty healthy character, HT12 (14fp), Move-6, and Running (optional specialty paced running) HT+3 [8cp]  (This is the equivalent of running for 4 years at about 200 days a year) will need to use extra effort to quality for the Boston marathon. He has to run with Extra Effort -4 spending 1 more FP for 3FP per hour.  If he fails any one of those rolls, will pay an extra 1FP. He cannot allow himself to hit "the wall" because it means half movement penalties, which leaves him 9FP to spend for the entire run. 
An unskilled character cannot attempt Long Distance running at Move*2km and uses the rules in Basic Set under Paced Running.

Pushing the Limit

If the character Hits the wall he can try to push past the limit and take damage to ignore the Half move penalty. The Character Takes damage equal to every FP he spends on the interval.

Ultra Marathons

This is taking a mix of Hiking an Running. Again, like above if you don't have the points invested you will suffer HT-5 penalty in such feats. 

100 Km run 

2 hour intervals, Running defaulting penalty '+4 if skilled with a -7 (x128 the interval)  Task Difficulty Modifier, Move*2km/h (or Move*1.25mi/h), costs 3FP. Failure spends one more FP. Success adds a +5% to the performance (in time or distance, which ever you are measuring). Extra Effort rules apply.

Example. A a very healthy character, HT14 (19fp), Move-6, and Running 
(optional specialty paced running)  HT+5 [16cp] (this is the equivalent of running for 8 years at about 200 days a year). He has to run with Extra Effort -4 spending 1 more FP for 4FP per hour.  If he fails any one of those rolls, will pay an extra 1FP. He cannot allow himself to hit "the wall" because it means half movement penalties, which leaves him 13FP to spend for the entire run. If he fails he can end up hurting himself for 5hp damage 
100km runs are finished at 7.5 hours. Record Breakers are at ~6.5 hours.

24 hour Run

8 hour intervals, Running or Hiking, defaulting penalty '+4 if skilled with a -8 (x512) Task Difficulty Modifier, Move*1.2km/h (or Move*.75mi/h), costs 5FP. Failure spends one more FP. Success adds a +5% to the performance (in time or distance, which ever you are measuring). Extra Effort rules apply.

Example. A a very healthy character, HT14 (19fp), Move-6, and Running HT+7 
(optional specialty paced running)  [24cp] (this is the equivalent of running for 12 years at about 200 days a year). He has to run with Extra Effort -4 spending 1 more FP for 6FP per hour.  If he fails any one of those rolls, will pay an extra 1FP. He cannot allow himself to hit "the wall" because it means half movement penalties, which leaves him 15FP to spend for the entire run. If he fails he can end up hurting himself for 7hp damage.  
On a 24 hour run. participants can reach up to 200km. Record breakers are at 260km

Resting - If the cost is too high, then the runner will rest. 

Other Uses.

Monster Logistics, particularly that used Persistent Hunting (which humans allegedly excelled at). This can help determine migration patterns for such creatures. Personally I’d use it with Giants, like in Attack of Titan, wearing down adventurers who are not logistically prepared.   

No comments: