06-24-2014, 04:29 PM | #101 | |
Join Date: Jul 2008
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Re: Wait maneuver - differences from 3rd Edition
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What are you proposing that you do during that approach that doesn't qualify?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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06-24-2014, 05:16 PM | #102 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Wait maneuver - differences from 3rd Edition
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Step and Wait would solve this problem more elegantly, IMO, and I wish I had noticed this back then. |
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06-24-2014, 08:34 PM | #103 | ||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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Anyway, what I said is that Ready seemed to be used as a generic physical maneuver. Despite most players thinking otherwise, the book and its supplements give actual examples that you don't have to Ready always "something". Want an example of Ready which is actually little more than coordinated walk? TS p. 37 "If you opt in, you must take a Ready maneuver to get in position , check the positions of your team mates, etc." Basically, according to what the 4th edition suggests, if the task is primarily physical, Ready is a wildcard for that, be it reading an statement aloud, a push-up, rope-skipping, hopscotch (barring throwing stones, this would be Throwing), or anything that prevents you to move more than a yard in one second. If the task is mental, otherwise, like reading a book, imagining a picture, solving a problem, you use Concentrate. I imagine that during a Slice the Pie a guy is in a state of awareness, walking cautiously, a combination of mental and physical focus. It must be reactive but slightly slower than a guy which is dedicated exclusively to opportunity fire. It fits just like a glove in the old Step and Wait maneuver, and using it is not absurd. I don't doubt that a lot of people tried to stick with the old rules during the tests. Everyone I know misses Step and Wait. And everyone I know use this house rule. But this post is not about house rules nor 3rd. It is about how to deal with this problem in 4th. without house rules. Is it such a big crime? Quote:
I don't doubt that most people had a hard time to adapt to the new Wait maneuver. Most people play GURPS without even noticing the difference for years, including myself. But saying that it was just an editorial oversight takes the thing to a whole different level. At least, it raises some new questions: 1) Who made the mistake? The guys who wrote the text for the new maneuver, or the guys who kept things suggesting the old 3rd one? 2) Is it really necessary, or people just are too used to the old Step and Wait to think a different alternative? 3) Did the guys who develop the game share the same unanimous opinion respecting to how badly Step and Wait is needed? Or they quarreled just like we are doing? 4) Why this oversight has been lasting 10 years without a single errata? EDIT: 5) And why the step portion was removed from Wait, to begin with?
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. Last edited by condor; 06-24-2014 at 08:43 PM. |
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06-24-2014, 09:10 PM | #104 | |||||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Wait maneuver - differences from 3rd Edition
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If the lurker is expecting the shooter to come through that door (ie. he has a relevant Wait and is watching the door for Opportunity Fire): Combat starts with the lurker's Attack or All-Out Attack. If the lurker does not have a (relevant) Wait: Roll the quick contest. Combat starts with the winner's first Attack or All-Out Attack. Regardless, both shooters are now in Condition Red (baring some Fright Check putting them into the Black). Quote:
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Last edited by sir_pudding; 06-24-2014 at 09:41 PM. |
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06-24-2014, 10:21 PM | #105 | ||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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I agree that allowing the moving part allow some relief during gameplay and it is a good solution. Just got really curious about why this has changed. Maybe what the 4th edition rules suggest that Wait is only for very automatic event-triggering, those kinds of events that allow you to react before, say, 300mS. A soldier focusing on a very specific stretch of sidewalk may be entitled to the advantage of interrupting someone else's turn. But if he is facing a whole new visual field (turning a corner), maybe he doesn't react so fast, even when alert. Or maybe it is just a misleading way to describe Wait maneuver in BS that didn't bother anyone before and was not corrected for ten years.
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. |
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06-24-2014, 10:42 PM | #106 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Wait maneuver - differences from 3rd Edition
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Your suggested use of Ready here is odd. I've never seen any suggestion that it works like this, nor have I ever seen a player request to take Readies in this manner in actual play (and I do actually play a lot of GURPS). Quote:
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06-25-2014, 05:52 AM | #107 | |
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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But in the case you are closing in a foe in a three yard wide alley, sword in hand, which is the other problem that started this thread, there is still a problem. Suppose you Move until you are five yards from you foe. In raw, Wait does not allow Move, only Ready, Attack, AoA or Feint. You cannot use Attack, nor AoA or Feint, because he is not within reach. Using just a Move maneuver, during your own turn, probably would allow him to escape. You need to Wait and attack, in order to be able to hit him in case he decides to run, but you need a maneuver that allows you a Step before you his next turn, or he would run past you. In old 3rd edition, you would simply Step and Wait a couple of times. But in 4th raw Tactical Combat you don't have this option. The only solution I see to this case inside TC is allowing a combination of Wait and Ready maneuver to be triggered. The player would declare secretly "If he advances I strike", but sometimes "If he stands, I Step and Ready." Otherwise, both would be stuck in place. Ready would represent a cautions move while paying attention to the environment and a breach in the guard. If the foe happened to guess the right instant you are more focused to step than strike, he would run past you, that is what evasion is about, intuition and right timing. Nor did I. Just got curious about how this situation would be solved according to the new rules.
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. |
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06-25-2014, 06:07 AM | #108 | |
Join Date: Jul 2008
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Re: Wait maneuver - differences from 3rd Edition
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I understand that it doesn't help your desire to find a RAW legalism that does something vaguely like what you want, but I think it's important to note that Ready adds nothing whatsoever in those respects.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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06-25-2014, 06:17 AM | #109 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Wait maneuver - differences from 3rd Edition
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Also, the fact that a Retreating Dodge allows a step is all the more reason to simply house-rule that a Wait maneuver allows for a step. It should so obviously be allowed that, IMHO, it's absence is an erratum. I'd go further and allow someone to who chose All-Out Attack as their Wait option to move half their Move before the trigger. E.g. I run to the end of the hall and if/when an Orc is in range, I determined attack him.
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Last edited by Captain Joy; 06-25-2014 at 06:29 AM. Reason: correcting auto-corrects; replaced irrelevant Move and Attack stuff |
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06-25-2014, 07:17 AM | #110 | |
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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I'm trying to use it just as a generic maneuver to deal with what seems to be a gap. GURPS, as any system, is not fail proof. And, as in every system, you need a flexible maneuver that, in practice, means - "whatever is physical". But this rule changed from 3rd to 4th, and there are some strange facts. 1) I didn't notice this change until very recently. Indeed, almost every player I know didn't notice this change. 2) Despite the description of the maneuver clearly forbidding any movement until the triggering condition, some phraseology seems to have been written with the old rule in mind, as p. B385, that says that "If you did not move at all on your turn, you may take a step and then strike." 3) p. B385 could be interpreted as if - if you didn't move at all on your turn (you can't), then Option 1 - take the step, conditioned only to the (no) movement during your turn. Option 2 - take the step and strike. But it is a very strained reading. An errata to correct it would be: "If you did not move at all on your turn, you may take a step and/or take a step and then strike, as your maneuver would allow."
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. |
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Tags |
gurps 3e, gurps 4th, step and wait, wait |
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