12-06-2012, 09:54 PM | #31 | |
Join Date: Jan 2006
Location: Central Europe
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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There are some old threads about the problems that the Focused Defense option creates, but I don't have the links to hand.
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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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12-07-2012, 06:42 AM | #32 |
Join Date: Mar 2010
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
GURPS overvalues offense (by underpricing it) and undervalues defense (by overpricing it) intentionally, in an apparent desire to decrease the fight-to-defeat time of any given conflict.
General Example: Burning Attack 3 [15] vs DR 10 [50]. Relevant Example: I have DX 10, Broadsword (DX/A; DX +26; 36 or less), Technique Mastery (Broadsword Feint) and Feint (Broadsword) (Tech/H; Broadsword +6; 42 or less). I can take a deceptive attack maneuver, accept a -20 skill penalty to my attack and inflict a -10 active defense penalty on my opponent. My effective skill is (16 or less) after doing so. I paid [112] points. My opponent may spend no greater amount of points than that, and may only spend those points on attributes, skills and techniques. (If my opponent buys exactly what I have, then my opponent's active defenses are "parry w/ broadsword, 21 or less", "block, 6 or less" and "dodge, 8 or less".) What are my opponent's options?
Last edited by Sunrunners_Fire; 12-07-2012 at 07:04 AM. |
12-07-2012, 06:59 AM | #33 |
Join Date: Feb 2012
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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12-07-2012, 07:04 AM | #34 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
Evaluate is generally a bad choice once the combat has already started.
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12-07-2012, 07:12 AM | #35 |
Join Date: Nov 2009
Location: Oregon
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
Even with its defensive bonus introduced in MA, it's underpowered compared to most other combat actions. It becomes a little more useful if you're using Doug Cole's Last Gasp fatigue rules, as it's one of only two maneuvers that allows a character to replenish AP (the other being Do Nothing). Still, I've heard the suggestion of doubling the to-hit bonus provided by Evaluate, and that would go some way towards making it a viable option.
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12-07-2012, 07:22 AM | #36 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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12-07-2012, 09:39 AM | #37 |
Join Date: Feb 2012
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
As it is to focus on our opponent deceptive maneuvers instead of focusing on the global situation. Staying "on alert" on tricky maneuver has a name, that is distraction. It's a bad idea, and evaluate maneuver perfectly fit with it.
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12-07-2012, 10:08 AM | #38 |
Join Date: Jul 2008
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
Er, those have totally different reasons. Evaluate isn't a bad idea because it entails too much focus on one target. It's a bad idea because in most cases it is less effective against the one target than Attack would be.
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12-07-2012, 10:33 AM | #39 | |
Join Date: Oct 2007
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Re: [MA] 'Tactical Counters' for other tactics/Manoeuvres/Techniques?
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Tags |
combat rules, counters, martial arts, tactical counters |
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