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Old 09-15-2010, 01:30 AM   #1
Ulzgoroth
 
Join Date: Jul 2008
Default Move and Ready?

There seems to be something missing from the standard maneuver list. A wide range of activities are performed by way of the Ready maneuver, which only allows a single step. As a result, if you want to flip a switch, press a button, pick up an item, arm a grenade, or reload a weapon while moving at a run...there's no way to do it. You can only draw a weapon if you can Fast-Draw it, and can't ready a weapon that is in hand but unready.

So it seems to me that there's a need for a Move and Ready maneuver.

But I'm wondering what properties it should have. Readying at a run presumably should have disadvantages compared to regular Readying, but what?
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Old 09-15-2010, 01:42 AM   #2
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Default Re: Move and Ready?

Require a DX check at -4.
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Old 09-15-2010, 04:13 AM   #3
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Default Re: Move and Ready?

Three Krommposts on the topic here.
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Old 09-15-2010, 05:15 AM   #4
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Default Re: Move and Ready?

I'd say give it similar penalties as Move and Attack. I don't have my books out right now, but I believe it's -4 with a maximum skill of 9. But instead of applying it to a combat skill, apply it to whatever other skill is called for (with the exception of Running, Flying, or Swimming when dealing with movement).
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Old 09-15-2010, 09:43 AM   #5
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Default Re: Move and Ready?

We use a variety of new maneuvers along these lines in Mlangsdorf's online game, and I'll be using them in my next GURPS game as well.

Relevant House Rules viewable online starting here. Doesn't come up much, but it's nice to have when it does!
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Old 09-15-2010, 10:05 AM   #6
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Default Re: Move and Ready?

Quote:
Originally Posted by Verjigorm View Post
Require a DX check at -4.
If you allow that for any kind of readying, then you've effectively created a default for Fast-Draw. So if you go this route, I'd disallow this for anything Fast-Draw would be able to do.
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Old 09-15-2010, 10:31 AM   #7
Ulzgoroth
 
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Default Re: Move and Ready?

Move and Ready doesn't do what Fast-Draw does. It still takes a maneuver to Ready something, it just lets you take more than a step during that maneuver. Fast-Draw lets you get a weapon out as essentially a free action, but only for a quite limited subset of Ready activities.
Quote:
Originally Posted by Bruno View Post
We use a variety of new maneuvers along these lines in Mlangsdorf's online game, and I'll be using them in my next GURPS game as well.

Relevant House Rules viewable online starting here. Doesn't come up much, but it's nice to have when it does!
I like these versions rather better than the heavily-penalized suggestions (including Kromm's). I really don't think that moving should take simple activities from 100% to 10% for normal people, and 25% is iffy...

In extreme cases, like pressing a button on a single-button remote trigger, you might have a positive TDM, but
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