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08-23-2007, 12:26 PM | #1 | |
Banned
Join Date: Aug 2004
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[MA]Tactical genius Character is penalised because the Player is tactically ignorant?
Overall I like the new Tactics rules but:
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Last edited by NineDaysDead; 08-23-2007 at 12:43 PM. |
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08-23-2007, 01:10 PM | #2 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [MA] Tactical genius Character is penalised because the Player is tactically ignorant
Actually, the rant that GMs who don't find the player charismatic will either disallow Charisma or will ignore the rules about its effects is one of my favourite rants. So I guess things are as bad as usual.
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08-23-2007, 01:33 PM | #3 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
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Re: [MA] Tactical genius Character is penalised because the Player is tactically ignorant
Actually, no.
What it is saying is that the leader must simply explain how the use of tactics is affecting the battle. For instance: Bob is taking a re-roll on his botched block roll when being attacked. Bob's leader tells the GM that because Bob is part of the front line of the phalanx, his shield-mate would also be covering him. Or, Bob is taking a re-roll for his first stab with his spear because he missed. His leader says that since Bob's in the front line of the phalanx, and there's no where for his opponent to go Bob should be much more accurate. For a tactically dis-inclined player (GummiBear comes to mind), I wouldn't be expecting them to give me a dissertation on how their going to be waiting for specific openings to present themselves. But things like: "Bob is going to be using the big rocks for additional cover" or "Bob's going to be crouching behind some of the trees so they won't see him clearly" or even "With all the confusion some of the enemy troopers get tangled up on the underbrush which gives me a better chance to dodge!" |
08-23-2007, 01:39 PM | #4 |
Join Date: Jul 2007
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Re: [MA] Tactical genius Character is penalised because the Player is tactically igno
Actually, I think we're looking at it from the wrong point of view. We're assuming we're entitled to these re-rolls, and that by not being tactical, they're being withheld. I guess it is described more like that, but I think of it like this: The leader is getting a chance to be rewarded through creativity.
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08-23-2007, 03:04 PM | #5 | |
Banned
Join Date: Aug 2004
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Re: [MA] Tactical genius Character is penalised because the Player is tactically igno
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08-23-2007, 01:40 PM | #6 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [MA] Tactical genius Character is penalised because the Player is tactically ignorant
It's called "roleplaying." Many rules for skill use suggest that the GM give a bonus to for good roleplaying: "Your approach and the plausibility of the story may further modify the roll, at the GM's discretion." (Fast-Talk), "The GM may assign a +1 or -1 for especially appropriate or clumsy dialog." (Intimidation), "-1 to -10 for using an inappropriate Influence skill (GM's decision)." (Influence Rolls), "If the player's description is especially clear or clever, the GM should give +1 or +2 to all invention-related skill rolls." (New Inventions), etc. The same goes for reactions: "A good approach should be worth +1 or more! A wholly inappropriate approach that antagonizes the NPCs should give the party -1 or -2 on the reaction roll." (Reaction Rolls). Advantages and skills provide the basic capacity to do things, but ultimately, the player has to give some input or it's just a computer simulation.
In this case, the Tactics skill provides rerolls, but how the rerolls are used requires a player to speak. He doesn't have to speak brilliantly -- just say "I had Frank taking cover behind a tree, so a branch got in the way of the arrow" or "I'd have put Merlin in the back row, so he'd be screened and in a better position to make his concentration roll." That's really no different from the examples above. The OP's assertion seems needlessly confrontational. It's entirely clear to me that this rule simulates the game mechanics of Luck and more-or-less requires the nominal group leader to suggest ways that his mates could've got lucky in combat. In that sense, it resembles Serendipity in play: stuff happens, but the GM has the right to ask the player for suggestions.
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08-23-2007, 01:56 PM | #7 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [MA] Tactical genius Character is penalised because the Player is tactically ignorant
BTW, can specialities such as Tactics (Duelling) or (Hand-to-Hand) be used in the same way, without commanding anybody except oneself?
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08-23-2007, 01:59 PM | #8 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [MA] Tactical genius Character is penalised because the Player is tactically ignorant
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The GURPS Tactics skill is for groups. The ONLY way I'd ever allow it is before a battle where one faces many, representing best use of Ambush tactics vs the group's leader. I'd only allow this in Cinematic Rambo type games.
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08-23-2007, 02:14 PM | #9 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [MA] Tactical genius Character is penalised because the Player is tactically ignorant
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08-23-2007, 02:51 PM | #10 | ||
Banned
Join Date: Aug 2004
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Re: [MA] Tactical genius Character is penalised because the Player is tactically igno
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