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Old 01-07-2014, 05:34 PM   #31
corwyn
 
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Default Re: Wait Maneuver and Multiple Scenarios

Quote:
Originally Posted by pfharlock View Post
One use of the wait maneuver is to allow people who are faster to have the option of deferring their turn until after someone else has acted. That usage for wait is outlined in the basic set on the page where wait is explained.
I don't see anything there that allows Wait to defer your entire turn. Are you saying you can Wait until Otto acts/attacks/whatever and then take any maneuver you want - run away, concentrate, whatever? I see nothing to allow that.
Quote:

The idea I think is, If I'm fast enough to act before you, I'm also fast enough to wait and act after you have acted, but I'm still inside my 1 second window for this turn.

The specific verbage is near the bottom of 366

"Finally, you can use Wait to coordinate actions with slower friends."
That just means you can Wait for an ally to act and then Attack, All-Out Attack, or Ready. It doesn't eliminate the normal restrictions on Wait.
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Old 01-07-2014, 05:40 PM   #32
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Default Re: Wait Maneuver and Multiple Scenarios

Quote:
Originally Posted by corwyn View Post
Are you saying you can Wait until Otto acts/attacks/whatever and then take any maneuver you want - run away, concentrate, whatever? I see nothing to allow that. .
It's in the Kromm quote.
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Old 01-07-2014, 05:41 PM   #33
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Default Re: Wait Maneuver and Multiple Scenarios

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Originally Posted by Agent View Post
How exactly do you move 'away' with an AoA?
You're allowed to move forward 1/2 your move. I'd allow you to move away from the too-heavily-armored threat; you simply face away from the threat and move forward. My impression is that the restriction is there to keep people from moving backwards and sideways—they can only move into one of their forward facing hexs.

Based on Kromm comments, the reasoning was that since some fraction of your turn was taken up waiting for the trigger, it was unrealistic to allow someone to move their full move, but the 1/2 move from All-Out Attack was okay.

Letting them run toward or away at 1/2 move depending on the trigger is enough of a gray area that if a GM didn't allow it, I wouldn't complain. But as a GM, I would allow it.
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Old 01-07-2014, 05:55 PM   #34
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Default Re: Wait Maneuver and Multiple Scenarios

In tactical combat I think turning around and moving during AoA is explicitly forbidden, as far as I can tell, RAW-wise.

Quote:
Originally Posted by Campaigns Pg. 385
All-Out Attack
You must move first and then
attack – not vice versa. You may
remain stationary, turn in place, or
move forward. If you choose to move
forward, you may move up to two
hexes or expend movement points
equal to half your Move (round up),
whichever is more. You may not
change facing at the end of your move.
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Old 01-07-2014, 06:01 PM   #35
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Default Re: Wait Maneuver and Multiple Scenarios

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Originally Posted by roguebfl View Post
It's in the Kromm quote.
Kromm isn't referring to using Wait in that way; He said you can opt to not use your full resources - in other words, to act at a lower speed. I'm fine with that. But turn order doesn't change after the fight starts. Nothing in his post suggests that you can use Wait to change your turn order at will during the fight.
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Old 01-07-2014, 06:05 PM   #36
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Default Re: Wait Maneuver and Multiple Scenarios

I'd like to point out that the thread the quote was from also went on for many pages of argument back and forth on the 'can I just adjust my Speed in combat?' deal.

Guess we need a Re:Re: possible +Re: from Kromm, heh.
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Old 01-07-2014, 06:05 PM   #37
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Default Re: Wait Maneuver and Multiple Scenarios

Quote:
Originally Posted by Agent View Post
In tactical combat I think turning around and moving during AoA is explicitly forbidden, as far as I can tell, RAW-wise.
No, but you are allowed to turn into any front hex, allowing you to turn around slowly. It's not a very efficient way to move, but you would get another turn to flee before your assailant. It might seem a bit meta-ish to AOA without actually attacking, however, and you would have to specify AOA to flee in your Wait response.
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Old 01-07-2014, 06:14 PM   #38
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Default Re: Wait Maneuver and Multiple Scenarios

Quote:
Originally Posted by corwyn View Post
No, but you are allowed to turn into any front hex, allowing you to turn around slowly. It's not a very efficient way to move, but you would get another turn to flee before your assailant. It might seem a bit meta-ish to AOA without actually attacking, however, and you would have to specify AOA to flee in your Wait response.
You can move but not turn.

You have to change facing to turn around, and you cannot do that with AoA if you move.

Quote:
Originally Posted by Campaigns pg. 387
You may also change facing before
or during your movement on a Move,
Move and Attack, or All-Out Defense
(Increased Dodge) maneuver, but this
costs movement points. Each hex-side
of facing change counts as one yard of
movement; e.g., turning 180° costs
three movement points.
AoA is skipped in the above. Meaning movement at best is diagonally forward (sidestep into front hex) for 2 points each hex. You can't turn to face the hex.
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Old 01-07-2014, 06:14 PM   #39
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Default Re: Wait Maneuver and Multiple Scenarios

Quote:
Originally Posted by Agent View Post
I'd like to point out that the thread the quote was from also went on for many pages of argument back and forth on the 'can I just adjust my Speed in combat?' deal.

Guess we need a Re:Re: possible +Re: from Kromm, heh.
You are correct, and Kromm confirms, on the same page as he was quoted on!, what I am maintaining:

You can lower your speed at the end of the fight, during the fight your turn order is fixed, and that if using Wait to coordinate with your allies, you are restricted by the normal limits of Wait. You cannot use Wait to alter your turn order without limits in your maneuver.
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Old 01-07-2014, 06:24 PM   #40
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Default Re: Wait Maneuver and Multiple Scenarios

Quote:
Originally Posted by Agent View Post
You can move but not turn.

You have to change facing to turn around, and you cannot do that with AoA if you move.

Originally Posted by Campaigns pg. 387
You may also change facing before
or during your movement on a Move,
Move and Attack, or All-Out Defense
(Increased Dodge) maneuver, but this
costs movement points. Each hex-side
of facing change counts as one yard of
movement; e.g., turning 180° costs
three movement points.

AoA is skipped in the above. Meaning movement at best is diagonally forward (sidestep into front hex) for 2 points each hex. You can't turn to face the hex.
AOA allows only forward movement, correct. However, GURPS defines forward movement as "A "forward" move is a move into one of your front hexes. If you go straight ahead, your facing will not change; otherwise it will change by one hex-side: you must turn to gace the hex as you enter it. Thus you can change direction while moving "forward".

Check out the diagram at the bottom of page 386; this a legal movement for AOA.
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