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Toys for GURPS and other Role Playing Games

Re: Attack speed

Keep leftover points from previous rounds? Hmm, that immediately raises
caution flags: what happens if you save points for two turns (or 10, or
100...)?

Can't do that. Because the player with the most points is the one who's turn it is and if he choses to wait he has to pay the difference to the next player (time moves on). That means after that "next" player its his turn again. He can wait again, if he want.

The keeping of left over points is for situations like: 3 players with 1, 2 and 3 points. The player with 3 point wants do do something the requires 4 points. So his action simply endures into the next second  and every player gets new x points. Then comes the player with 2+x points (provided he does not spend points on defending)

And no, I did not test it jet. :-) 

But it seems Ready penalty should determine whether the fighter can
even attempt the Rapid Strike, so that a heavy sword affording a -4
penalty (close to requiring Ready between actions), would not be able
to make the Rapid Strike under any circumstance

You have a point there. There is/should be a limit to what you can achive using strength instead of preparation. Maybe one could take the amount by which the character is under the ST to use the weapon without a penality into acount, too. That makes it more complicated. But you would have to calculate that only once just like your damage.

Like I sad. I did not test it jet.

Now that I think about it: Is there in "reality" a difference between a (melee) weapon that has to be readied and a (melee) weapon that is simply slow?

Maybe flail or whip compared to mace or something. 

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