05-20-2011, 04:50 PM | #201 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Altering the Initiative Order
Because it allow non interrupting correlated action basically 'only the count of 3' stuff. That need more action choice than what Wait allows
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05-20-2011, 04:52 PM | #202 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Altering the Initiative Order
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[1]Such as the one where the Wizard's spells have an effect and the Fighter wants to take advantage of them before the enemy reacts. If the Fighters place in the Turn Sequence is before the Wizards this will mean he would be forced to take a Wait maneuver every single turn, which significantly reduces his fighting options. If the Wizard and Fighter fight together all the time they should, logically, be able to time their offenses better than that; and the Fighter, having the Advantage of higher Basic Speed, shouldn't be penalized for it.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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05-20-2011, 05:00 PM | #203 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Altering the Initiative Order
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Because GURPS uses a one second turn that is functionally interleaved with other people's turns, it often occurs that what happened during a round can only be narratively described once a turn is over, and everyone else has gone. Also as a side effect of this interleaved turn, some things that fall out naturally in other systems (or are forced to happen through things like Attack of Opportunity, if I understand it correctly) require a bit more consideration when done in GURPS. Mostly, I think what goes on in these forums is people try and understand what the canonical rules are supposed to be, so they can determine if they like it that way, and where they want to deviate (pretty sure even the line editor has house rules). Some of that (less and less every year; 4e's been out for a while) is leftover from years of 3e rules. Some isn't. And some have different levels of willing suspension of disbelief and different thresholds for what makes them say "No Fun!" What GURPS turns seem to be designed around is a fixed turn order that's established at the beginning of combat. After that, the "decision order" is fixed until that combat ends, but the "Wait" maneuver complicates this by allowing a character to decide what he'll do at the beginning of his turn ("I'll Wait until X happens, and IF it does, do Y"). This changes the order that the characters ACT in, but not the TURN order. So no one ever gets "two TURNS in a row," but you may effectively ACT twice in a row without another character getting to call out an action (of course, if you do that, some other character likely gets that opportunity on YOU, if they're in a position to take advantage of it). There are some really cool things that can be accomplished with Wait, and some "no frackin' way!" items that are prevented by its use. One of which might be a character with a machine gun pointing it down a ten foot wide hallway. Without Wait actions, unless some poor schleb is caught utterly in the open in that three yard space (and that would be dumb), Mr SMG can NEVER hit any of them. Because Joe Average has Move 4 or Move 5, and can go from cover through the hall back to cover on his own turn. Without Wait, this can happen all day long. OK, so that all seems great . . . but then some edge cases come up where it starts to feel like "not sure that guy coulda done that in one or two seconds without his poor hapless victim doing SOMETHING." If it works for you, and you're having fun, do it. If you ask the way the game designers intended it, you'll often get an answer from Sean (Kromm) or Reverend Pee Kitty. As you've seen, that doesn't always clear things up for everyone. If you have particular questions, you can always Private Message one or both of them; they won't always get to you right away (or may be too busy to respond at all at times), but they do answer questions that way, and often dont' mind, or even ask that the responses be posted to the forums anyway! Hope that helps. Welcome to GURPS; it's a great system, and no matter what we say here, if you're having fun with it, you're doing it right enough for your group! dhc
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05-20-2011, 05:01 PM | #204 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Altering the Initiative Order
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 05-20-2011 at 05:04 PM. |
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05-20-2011, 05:02 PM | #205 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Altering the Initiative Order
Either way would probably be OK so long as it's consistent within the group. Lower basic speed is more or less a broader case of Wait, with fewer restrictions on what can be done.
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05-20-2011, 05:07 PM | #206 |
Join Date: May 2011
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Re: Altering the Initiative Order
DouglasCole, thanks for that explaination. It helped me alot. :)
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05-20-2011, 05:46 PM | #207 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Altering the Initiative Order
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I don't think I personally could use it, because I'd likely get bit by the logical paradox and oh-so-clever players. I think I'd rather just be more lax about what Wait lets you do if you aren't interrupting someone. |
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05-20-2011, 06:05 PM | #208 | ||||
Banned
Join Date: Apr 2008
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Re: Altering the Initiative Order
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05-20-2011, 06:10 PM | #209 |
Banned
Join Date: Apr 2008
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Re: Altering the Initiative Order
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05-20-2011, 06:12 PM | #210 | |
Join Date: Oct 2005
Location: Göttingen, Germany
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Re: Altering the Initiative Order
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And as we all know, having a higher value of Basic Speed is an "advantage", that costs points. Now, if I'm in the rare case that my character works in a team where in a given fight it would usually be better if he constantly acts after another character with lower speed and I can't choose to do so - then that's effectively limiting that character (more a kind of disadvantage). Of course he could still use "wait", but being in the need to use it all the time (with limited possibilities), is also a bit disadvantageous. Fortunately that's really a rare case, though ;) Last edited by OldSam; 05-20-2011 at 06:27 PM. |
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Tags |
kromm answer, kromm explanation, wait |
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