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…