12-31-2010, 10:59 AM | #21 |
Join Date: Jan 2006
Location: Central Europe
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Re: Evaluate useless? (from Why Wait)
Evaluate seems to always be inefficient when you are within Step + Reach of a ready opponent, unless your weapon is unbalanced or will become unready after you strike. It can be useful out of measure, or against an unsuspecting or helpless opponent, or when you absolutely need to make a difficult shot. (Realistically, if your chance of hitting in melee combat is 5 or less you probably shouldn't be attacking that target, so I don't think the “reduce chance of critical failure” argument is strong). Compared to the other manoeuevers, which are useful for skill 10-14 fighters in common situations, it looks very specialized.
It seems like this is tied into "what causes lulls" and how to teach gamers the full intricacy of the GURPS combat rules. And that Evaluate and Wait have a lot in common with each other. Verjmigorn, a lot of your examples depend on optional rules in Martial Arts and the Basic Set and Tactical Shooting (Riposte, Feverish Defense, Per rolls to notice a weapon and defense penalties when attacked by a weapon you didn't expect). I think that shows that the basic version has problems. The “it lets you parry with an unbalanced weapon” argument can be analyzed mathematically for different situations. It strikes me as fairly specialized (for example, many unbalanced weapons have balanced attack modes; and few opponents can Rapid Strike or risk an AoA (Double)). Opponents with 3 or more points in Counterattack (making it better than Riposte) are rare, and the Riposte combat option has never been used in my campaign. I'm not sure how often three turns of Evaluate, a Feint, and an Attack are better than three Attacks and two Feints. Looks like a statistical problem. In my experience, PCs rarely fight opponents with greatly superior skill (requiring the extra bonus on a Feint), because characters who often fight more skilled opponents tend to lose. And there are other options to deal with opponents with a high defense. I'm impressed by that example of a 150-200 point character with Parry 18 against one opponent. (3 base, + 8 for skill 16, +1 Combat Reflexes, +3 for a DB 3 shield, +3 for fencing retreat)
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12-31-2010, 04:34 PM | #22 | ||||
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: Evaluate useless? (from Why Wait)
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I'm not against buffing up Evaluate's advantages(as I've pointed out, I quickly houseruled it into waits that target a specific opponent, similar to Aim), I just take umbrage at comments that it's "useless".
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01-01-2011, 07:48 AM | #23 | ||||||||||
Join Date: Sep 2004
Location: Torino, Italy
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Re: Evaluate useless? (from Why Wait)
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If you don't, players will have to realize what's happening. I am not saying that "hiding the numbers" is a bad GM choice, just that it is not the default assumption in GURPS. Quote:
If I did make my game revolve around swinging a sword each turn, I wouldn't even bother about tactical options, would I? In fact I like the subtlety of complex, detailed tactical fights, and usually players in my game make a wide use of clever movement, Feints, Targeted attacks, Slams and other tactics. That's exactly why I find Evaluate to be rarely used and rarely useful. Quote:
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I did not mean to be offensive. Yet, I do think some of your comments are not constructive. In any case, you *did* say that you adopt a quite fundamental house rule about "Evaluate" in your games. This, IMHO, makes most of our debating meaningless because we are talking about two different things: I was trying to say that Evaluate is little useful in the RAW, and you were defending Evaluate because it is useful in your houseruled version of the RAW. Quote:
I do think your opinion on Evaluate would be somewhat different without the houserule in place. Please consider this is not meant to be a "personal attack" in any way. I am dismissing what you say because it's you who said it, just because you happen to use a houserule which significantly changes the situation we are talking about.
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Last edited by Lupo; 01-01-2011 at 07:54 AM. |
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01-02-2011, 09:17 PM | #24 | |||||||
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Re: Evaluate useless? (from Why Wait)
[QUOTE=Lupo;1099772]
If you do the math, you'll see that 1 extra point in the QC of a Feint will rarely mean something. It will matter *only* if the defender makes his defense roll *exactly*. If he fails it, the extra point in the QC is wasted; if he succeeds by 1 or more, it's not enough...[quote] In practice, every thing you can do to tilt your odds in your favor is what you should do. Quote:
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A similar analogy is that if I'm GMing a game and throw a monster with a well known vulnerability to the players, but something which is not well known or which their characters should be ignorant of, I will intervene as a GM and forbid them from using that knowledge to influence their player characters actions. There are exceptions and conditions to this(for example, if one player is a Pyromaniac, I would probably say it'd be in character to try and burn a troll/zombie/etc), but in general, a "Good" GM shouldn't allow the players to take advantage of out of character knowledge. Quote:
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My experience with "arena" scenerios(with two players running eith single characters, or small numbers of characters against each other) has lead to a need for the GM to act as a referee and intercede where out of character knowledge has been abused. For example, in the arena game, I required players to submit their planned turn in advance and secret, so neither side could unfairly abuse out of character knowledge("Oh, rob's setting up a super arm-lock parry, I'll just make a deceptive attack at full penalty", or he's All-out defending, so I'll feint this turn) which can greatly skew the gameplay and ruins the point of the whole exercise. And when the Tournament launched off, the Skill 10 deceptive attack(i.e. eating all your skill, down to 10) was very powerful. Then someone figured out the evaluate/counter-attack tactic, and the Skill 10 went down badly, as Evaluate rapidly compromises that tactic. If your players never encounter an opponent who punishes them for recklessly attacking then they will never use tactics that can circumvent that problem. Quote:
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Due to my, ahem, somewhat onerous restrictions to the wait maneuver, Evaluating as a separate maneuver has still been well utilized, especially in the "player vs player "scenarios". But, perhaps you could give it a try and you'll find your players performing alot more evaluate/wait options, and evaluate will have a greater utility(which, I assumed is what we are here to discuss). I don't like giving too much benefit to evaluate, because I'm leery of allowing the "do-nothing" sort of actions too much utility and power. The Wait mechanic in general has proven notably abusive in past. I've also had problems with Wait and Aim as well, with players who have used the fact that aim is subsumed into wait. This was actually the origin for my original strict requirements for waits, rather than evaluate. I think there are a number of ways a GM can make evaluate a useful and effective maneuver, without changing the basic maneuver itself.
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01-03-2011, 06:46 AM | #25 | |||||||
Join Date: Sep 2004
Location: Torino, Italy
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Re: Evaluate useless? (from Why Wait)
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All GMs keep their players from abusing Out-of-character knowledge, but most GURPS GM in a tactical fight will make all combat rolls "openly" and allow players to "game" the fight (quite similarly to a chess or Bloodbowl game, if you see what I mean). For example in the rules the GM is supposed to make perception rolls secretly, not other rolls... even Feint rolls (which arguably are better kept secret / rolled at the last moment) are, by default, resolved openly and right away (it is only in Martial Arts that is suggested the GM makes Feint rolls in secret and/or makes them right before the attack). I am not saying that your style is wrong, actually it can be very fun; I am just saying that I assumed we were talking about "default" GURPS with open combat rolls. If rolls and penalties are hidden, the feel of the combat will be different and many maneuvers will be more or less effective. Quote:
E.g. when an NPCs makes a Deceptive attack, I announce so to the player and I declare the Deceptive penalty. You probably just say "the enemy attacks" and then penalize the player's defense roll after he rolled. Both approachs are valid, of course, I just prefer the first as I believe it's simpler and fairer. Probably it's just that my approach in that particular matter is more "gamist", while your is more "simulationist". Quote:
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I was using an hyperbole to make my point, but I can assure that I did not mean to offend you. That's why I apologized. My English is fine enough, but you'll know very well that *in writing*, over the internet, many subtleties of communication get lost; if we were speaking, it would be easier for me to use an hyperbolic statement in a nicer/ more joking way, without sounding like a "ugly, low-brow" debater. Quote:
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I never heard of a GURPS GM having to enforce 'table rules' nor a particular style of play to make, say, Feint or Judo Parry useful and effective :) All techniques/maneuvers/advantages in GURPS can be made effective; some, though, are born effective, and those who don't, would not suffer from a little "powering up". Some of us improve Evaluate a little bit, others use a style of play which emphasize Evaluate, these are different ways to achieve a similar goal.
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01-03-2011, 07:16 AM | #26 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Evaluate useless? (from Why Wait)
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All-Out Attack is significantly less risky if opponents have no way of knowing that your defences are down for a second, for example. For one thing, it removes the 'automatic' +4 bonus for Telegraphic Attack that ensures that AoAs are usually swiftly followed by ugly beatdowns in regular GURPS games. I'm not fundamentally opposed to tracking situational awareness in combat, far from it. I enjoyed the discussion of it during the Tactical Shooting playtest and use the rules developed there in all my games. But in those rules, and, I believe, in reality, ascertaining the manuever taken by a single opponent in a duel, on an arena floor, which you are focusing on, is not difficult. It is, in fact, only slightly harder than spotting said opponent. It's only possible to fail on a critical failure on a Per roll, even for relative novices. As such, it's usually not worth the bother to roll it.* Simply put, anyone who is battle-savvy enough not to use the rules in MA for untrained combatants knows the difference between someone keeping up his guard and someone who is completely defenceless. By the same token, combatants can tell when a weapon is out of position for a Parry (after an attack by a Parry 0U weapon, after a Committed Attack or Move and Attack, etc.) or when an opponent cannot retreat (ditto except for U weapons). Cases where they misjudge such things are handled abstractly by the penalties they suffer after a successful Feint or Deceptive Attack. Or by Critical Misses. Or a slight misjudgement could be a narrative justification for a simple miss. *After all, GMs generally don't roll Per + 10 (for the 'in plain side' modifier) to determine if PCs see the barman when they go to order drinks.
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01-03-2011, 09:37 AM | #27 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Evaluate useless? (from Why Wait)
Is RAW Evaluate:
Representative of the tactics used by high-skill "fighters" and therefore logically ineffective for low-skill fighters? Or is it a way to even the odds for a low-skill v's a high-skill, ie hope you'll live long enough to benefit from the +3?
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01-03-2011, 11:03 AM | #28 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Evaluate useless? (from Why Wait)
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It also seems that skilled duelists and sports fighters often spend time circling and Waiting or Evaluating.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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01-03-2011, 12:09 PM | #29 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Evaluate useless? (from Why Wait)
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From all this, I get the impression that evaluate is for situations where normal levels of skill aren't enough. Evaluate may not be a devastating option but neither are a particular variety of vending machine product: better to have and not need than need and not have; but having don't mean you'll ever need:) I'm starting to associate house-rules and "fantasy" LOL And, lest anyone take offence at the above, I have 28 pages/ 18,000 words of house-rules.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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01-03-2011, 02:02 PM | #30 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Evaluate useless? (from Why Wait)
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My suggestion would be to triple the effect of Evaluate but have it be spread out by default* in both attack and defense bonuses as such: Evaluate 1 second: +1 to hit, -1 to defend (or +3 to hit) Evaluate 2 seconds: +2 to hit, -2 to defend (or +6 to hit) Evaluate 3 seconds: +3 to hit, -3 to defend (or +9 to hit) That would make Evaluate be just a tad weaker than an AoA, but much more viable than it currently is. *Of course there's nothing stopping someone using a DA, even with an AoA... |
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