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#231 | |
Banned
Join Date: Apr 2008
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#232 |
Join Date: Apr 2005
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Personally, while I would allow a character to specify a lower BS when moving into combat time, therefor acting at a different point in the turn order, I wouldn't have them change their position during combat. I haven't tested it out, of course, but it seems wonky.
That said, I might allow movement combined with a Wait, as allowed by the maneuver selected (And opening up Move and Attack to Wait maneuvers), so long as any movement beyond a Step is done on that character's turn, not when the wait is triggered. It seems like that should be fair. Basically becomes a sort of Move-and-Wait maneuver. Hmm. Also, I would probably allow some expanding on the concept in the Battle Drills perk that allows Waits to be converted to Move or Move and Attack maneuvers. Perhaps a "Coordinated Action" perk, specialized by team, which requires a ready action from each member to "activate" (Losing a turn while matching your timing up) just like Battle Drills, and allows such Waits? Seems fairly comparable to Teamwork and Battle Drills, so I doubt it would be over-powered. Might be under-powered, actually. |
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#233 |
Join Date: Aug 2004
Location: Santa Fe, NM, USA
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There is precedence in RAW for the op's desire to delay his place in the sequence order. Martial Arts pp52 the Perk Team Work.
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#234 | |
Join Date: Apr 2008
Location: Århus, Denmark
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Once they're all on the trap, spring it! Of course, this only works if they all *end* their move on the trap... But why use second-by-second turn combat if you're not fighting? Or if this happens during a fight, just somehow stop the first PC to step on the trap and require everyone else to at least indicate what they're doing. If they all run along with him, the trap catches them all.
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Playing GURPS since '90, is now fluent in 4th ed as well. |
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Tags |
kromm answer, kromm explanation, wait |
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