05-09-2015, 01:58 PM | #161 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Wait maneuver - differences from 3rd Edition
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The more I look at the wording of Slicing the Pie, and the actual maneuver "Attack", the more convinced I am that there is NO difference between the two: To wit: Attack as a maneuver - allows the person to move before or after their attack. Slice the Pie or Turning the Corner requires that you MOVE first, then attack if you spot a target. How are they different? To my eye, they aren't. The ONLY reason to use the GURPS Classic rules as opposed to the GURPS 4e rules when it comes to Turning the Corner is simply that when you have TWO individuals who are in wait mode, it becomes important to know which one triggers first. As it stands? The rules as written in GURPS TACTICAL SHOOTING by implication, now allow a non-waiting individual to engage in what amounts to a waiting attack by potentially allowing a character exercising the turning the corner attack - when under normal circumstances - a non-waiting individual may NOT interrupt or attack out of sequence. THIS is why I consider that particular wording to be done poorly in light of GURPS 4e not allowing one to Step and Wait. Normal rules without GURPS TACTICAL SHOOTING: Person A with speed X+1 goes faster than person B with speed X, who in turn goes faster than person with speed X-1. If Person A is in motion, unless Person B took a wait action prior, person B may NOT interrupt person A's action/move/maneuver. Person A with Speed X+1 (fill in same conditions as above etc), is maneuvering next to person B, who DID take a wait action prior. Person B may NOW interrupt person A's action - up to and including attacking while they move, attacking before they attack, or moving before they can complete their turn. What does Turning the Corner allow? It allows for a defender to force the attacker into a contest of skills to see if the non-waiting defender can interrupt the Attacker's activity. So - thanks, but no thanks. What are the ways for a character to be around the corner and NOT in wait mode while an advancing tactical shooter is slooooowly turning the corner, cutting the pie so to speak? |
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05-10-2015, 11:21 AM | #162 | ||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Wait maneuver - differences from 3rd Edition
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05-10-2015, 01:34 PM | #163 | |
Join Date: Jul 2008
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Re: Wait maneuver - differences from 3rd Edition
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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05-10-2015, 07:40 PM | #164 | ||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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Why could it not be Wait? Because it does not allow movement if the condition is not triggered, and turning a corner requires movement without any triggering. Why could it not be Attack or Evaluate? Because there is not a target when you take the step, so there is no way to announce it. Why could it be Ready? Because it is used as a catchall maneuver for every physical action that doesn't fit in the other maneuvers, as described in GURPS p. 383 "This is not a specific maneuver, but a “generic” choice that lets you do one second’s worth of any multi-second action." And in page 37 of Tactical Shooting, GURPS system suggests Ready as a maneuver to be used when all you want to do is a tactically rehearsed movement. Why could it be Concentrate? Because spotting a warrior sneaking by a corner is much more a Per based task than Peeling or doing other military formations. If a cat screeches by your side, it makes sense a Will test to keep focused as well. I prefer this last solution. In p. 366 it is written: "This [concentrate] may be casting a magical spell, using a psi ability, making a Sense roll to spot an invisible warrior, making a Leadership roll to give orders, making an Electronics Operation roll to operate a sensor, or any similar action, including most IQ-based skill rolls." As a rule of thumb, 4th edition seemed to have expanded a lot the use of Ready and Concentrate maneuver, giving them new functions previously under the scope of maneuvers such Wait. Anyway, whatever the maneuver chosen, even if someone uses Attack or Evaluate because he thinks it strange using Ready or Concentrate maneuvers in these situations, it does not matter: there is still a significant difference from 3rd ed. If only one person is moving, he is in a disadvantageous position against someone who is, say, comfortably Waiting (Opportunity fire). Even he is faster, he will have to dodge an attack before having the chance of act at all. The question is: is that realistic? From my experience in first person shot games, it depends on the position of the one who is waiting. If he is a sniper on a ceiling, or someone comfortably stablished in a similarly strong position, - like a distant balcony, I think it is fair allowing Opportunity fire. He will probably blow to smithereens the first one who turns the corner 9 out of 10 times. Quote:
Of course, if both characters are sneaking by the door at ground level, it is rare that someone will be able take a Wait maneuver, because it is too "automatic" and requires exclusive attention. Generally no player will be able to guard an area nor a line, as Opportunity fire requires. For instance, if an NPC someone is guarding a door in a room, he might state that he is "Waiting" for someone to enter in the hex immediately after the threshold. But is that efficient? No, of course. Someone "Slicing the pie" would not step in that hex, but rather make an arc farther from it. The NPC could state that if someone crossing a line from his eyes to the center of the door will be fired - an equally bad condition. He could choose a line from him to the right side of the doorjamb. But if someone comes from the left, his attention is focused on that line and he will lose automatically the dispute in the "Slicing he pie" situation. Wait is too risky and inadequate in this case, even if we stick by the rules. As I see, both players will prefer using Ready or Concentrate under "Slicing the pie" rules. But I prefer not discarding the Wait possibility, because some rooms have quirks. For instance, if I know for sure that enemies will come only from the right side of a door that opens to a corridor (the door is on the base of an L), and there is no other entrance to the room behind me - well, that is different. I am in a strong position, and I think that Opportunity fire applies, generally from where I am to an area on the corridor, because the player can just create a very narrow condition, as required by Wait.
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. Last edited by condor; 05-11-2015 at 02:06 PM. |
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05-10-2015, 07:58 PM | #165 | |||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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As I said before, THERE IS a (somewhat cumbersome and legalist) solution for the 3 yard alley in raw. The warrior who is encroaching the trickster writes down two secret Wait conditions: 1st condition: If the trickster comes close enough, I Step and Attack him. 2nd condition: If the trickster does not move, I Step and Ready (instrumental ready, as said above, based on the p. 383 definition of Ready as a "catchall" for any physical action that does not fit). Each turn, the warrior secretly choses one of the two conditions. The trickster's job is to outguess him to run when the 2nd condition was chosen. It has the positive effect of simulating the natural hesitation in these scenarios, as the player's rate of choice will not necessarily be 50/50 if he wants to be on the safe side. Turn one, both are four hex from each other: Trickster: Wait - if the warrior steps close enough, I step back and Attack. Warrior: Wait (and secretly picks up the paper with the 1st condition). None condition is triggered, everyone hesitated this second. Turn two: Trickster: Wait - same thing as turn one. Warrior: I wait (and secretly picks up the 2nd condition). Turn three: Trickster: Wait - same thing. After tricksters announces his maneuver, but before it takes place, Warrior steps. He is 3 hex from the trickster. Now it is Warrior's turn again. He Waits (1st condition). And so on. As I tested this conditions in practice, most players tend to choose some nine 1st conditions for each 2nd one they take. If a GM wants to give advantage to a high Per fighter, or wants to simplify the game, he can create a house rule based on the "Slicing the pie". I have made one, that I have posted in this thread: Quote:
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. Last edited by condor; 05-11-2015 at 10:46 AM. |
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05-11-2015, 06:21 AM | #166 | |||||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
Skarg, I will write down some opinions according to the way I have been playing, and some results.
It seems to me that, the way 4th edition is written, Wait has lost a lot of its tactical value as a combat maneuver. Evaluate has assumed part of its functions, Ready and Concentrate others. Wait has some very limited functions now, mainly when you know exactly what you will do, in order to to give a slight advantage even to the most unskilled warriors in trivial actions, as the "knife on the throat" hostage situations, or when you are blocking a dungeon corridor. Yes. The principle of the new rules seems to be: you are very very focused and know exactly what you will do. No. You are surprised and hesitate if an elf appear. It takes a second to reassess the situation. Quote:
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Again, these are personal experiences. As a trend, 4th ed. rules stimulate more turns to be taken: lots of hesitating, evaluating, etc. I like it because in MMA, for instance, it is this kind of "empty" turns that fills the majority of time. But it takes more time. So, a good Tactical Combat combat tends not to happen every session. When it happens, it happens only once. Edited: Clarity.
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. Last edited by condor; 05-11-2015 at 07:19 AM. |
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05-11-2015, 02:06 PM | #167 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Wait maneuver - differences from 3rd Edition
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05-11-2015, 02:16 PM | #168 | ||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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What Skarg suggested is different: he is trying to be exhaustive, that is, naming more than one event.
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. |
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05-11-2015, 03:27 PM | #169 | |||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Wait maneuver - differences from 3rd Edition
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Based on this, my interpretation of "complex" is that you can name more than one event and reaction, but all must work with a single attack maneuver and weapon. If I may add a third example. If any of the previously encountered hostile races enters the room, or if any currently in the room move towards me or any of my friends, or if any currently in the room ready a weapon; then I will All Out Attack (Determined) with my sword that hostile, unless he's too far away in which case I will attack the hostile that is closest to one of my friends, unless he's too far away in which case I will attack the closest hostile.
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05-11-2015, 03:35 PM | #170 | |
Join Date: Aug 2006
Location: L.I., NY
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Re: Wait maneuver - differences from 3rd Edition
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The reaction has to specify a particular Maneuver (Attack, All-out-attack, Feint, Ready), but apparently the target of that Maneuver can be conditional - "The one my friend attacked, or the nearest foe to me." It's not clear how specifically the Maneuver has to be described. RAW say "You must specify exactly what your action will be" Does that mean you have to declare a hit location when you describe your action, if you want to target one? Specify a deceptive attack and at what penalty? I don't think you do. As long as the maneuver and some description of the target is supplied. As such, I would say you don't lose your opportunity to attack if your sword is broken. You can still make an Attack with your shield, your fist, maybe even fast-drawing another weapon, etc. As to the main topic of this thread, I think just allowing a Step and Wait and not allowing movement after the trigger if a step was taken before is the simplest approach. Since the idea is that discrete actions of turn by turn combat is really representing more fluid, concurrent actions, when you step and wait, you are really taking a step as you wait, and can't really move in reaction to the trigger. If you wait then convert to a Maneuver that allows a step or half your move, you are waiting then springing into movement in response to the trigger. It makes enough sense to me for game purposes. |
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Tags |
gurps 3e, gurps 4th, step and wait, wait |
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