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#41 | ||
Banned
Join Date: Apr 2008
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Personally, I favour allowing the character to choose a place in sequence anywhere up to his earliest possible time to act.
I find some support for this in the rules, though interpretation is involved. Page B363 says rather plainly, under Turn Sequence, that you go in order of speed, period. However, under "Your Turn" it notes that your turn: Quote:
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Let, not make. Out-react, not move before. So that's the textual analysis. But also my personal practicality analysis tells me it doesn't make much sense to insist that a quick warrior can't wait on the actions of a slower ally, especially in a structure where their 'turns overlap'. |
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#42 |
Banned
Join Date: Apr 2008
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#43 |
Join Date: Aug 2004
Location: Seattle, WA
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http://forums.sjgames.com/showthread.php?p=223057
That's the closest thing to an official statement on these forums that I am aware of, regarding the rules as written. In it, Kromm argues against re-ordering the sequence (although that doesn't mean anything as regards to deciding on a different sequence at the very beginning of the combat). Personally, I allow players to re-order themselves in the turn sequence, but this requires skipping one turn (Do Nothing). For example: Knight 7 Wizard 6 Grog the Mighty Orc 5 Turn 1: Knight attacks Grog; Wizard spins Grog to face the other way; Grog turns back around. Turn 2: Knight does nothing (move to 5.5 in turn sequence); Wizard spins Grog to face the other way; Grog turns back around. Turn 3: Wizard spins Grog to face the other way; Knight hits Grog from behind; Grog howls, then turns back around.
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Thomas Weigel Gamer, Coder, Geek |
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#44 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#45 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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I MIGHT allow a character with Combat Reflexes more leeway here; CR is a lite version of ETS in many ways.
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Gaming Ballistic, LLC |
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#46 | |
Join Date: Jun 2006
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-- MA Lloyd |
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#47 | |||
Join Date: Oct 2005
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Tempo does require you to have in mind vaguely what you want to do. You set yourself up for a lunge, (an AoA), for instance, and wait for your ally to draw the opponents blade away. Once the moment comes, you act quickly. Because you've waited, you only get a split second to act, which is why you don't get full-second maneuvers like Move or Concentrate. So, this is probably not a hole in the rules. This is Wait working like it ought to. It's a feature, not a bug :) Quote:
Making it a Perk might help with that. Or finding less combative, adversarial players.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#48 | |||
Join Date: Nov 2005
Location: Midwest, USA
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It's the beginning of combat. Halfling has initiative. Halfling makes it all the way past ogre, who has combat reflexes. It's not the ogre's turn, so he doesn't get to react. Quote:
Defensive back took Wait ('till ball is snapped). His turn, he runs around the end and sacks the QB.
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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#49 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Afaik that's RAW... |
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#50 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Tags |
kromm answer, kromm explanation, wait |
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