06-23-2014, 04:17 PM | #61 |
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
In order to be realistic, GURPS' rules must yield results consistent with reality statistically. For instance, 95% people who take shots in the head die; so, it is fair that approximately 95% of the shots to the head kill players.
But GURPS maneuvers ARE NOT the reality they mean to represent. Sometimes you need to Ready the sand, or AoA moving forwards and making a semicircle that leads you back. It's a good point what you put about the difference between Wait and turn sequence in the case of the door. Allowing Wait maneuvers, you allow players to decide more than characters in this case. Its a choice, and the most fun should be the priority (realist vs. cinematic mode).
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Formerly known as marcusgurpsmaster. No wind is favorable when you don't know where you are going to. |
06-23-2014, 04:31 PM | #62 | |||||||||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Wait maneuver - differences from 3rd Edition
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He says, "Dude, open the door!" Quote:
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What if there's a grenade in the room with Able that's going to go off immediately after Ben's turn? Quote:
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Yes, and I think there's a problem with that, as I'm trying to illustrate by this example. Unfortunately I seem to be doing a terrible job. |
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06-23-2014, 04:39 PM | #63 | |
Join Date: Jul 2008
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Re: Wait maneuver - differences from 3rd Edition
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Which to me is a point in favor of using them in general, because I don't buy the particular constraints imposed there.
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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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06-23-2014, 04:44 PM | #64 | ||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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When raw allows a Ready maneuver with Wait in this case, I read it in broad sense: it seems that it can encompass any small physical actions, groups of events that, within a time-frame of 1000 mS, could be used with a Step. Ok, I agree with you, the way I put it first was misleading (I keep my weapon ready and Step), but I'm trying to understand Ready as a small physical action here.
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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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06-23-2014, 04:51 PM | #65 | |
Join Date: Jul 2008
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Re: Wait maneuver - differences from 3rd Edition
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Would it be possible to explain why you are bothering to do this? It doesn't seem to have any actual relevance to anything. Ready is a useful maneuver sometimes, but the only thing it seems to contribute here is a Maneuver including a Step that you're more comfortable using for a no-op than Attack.
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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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06-23-2014, 04:56 PM | #66 | ||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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"To use this, the team leader (who must have this perk!) orders the drill. This requires a Ready maneuver that counts as his form-up action, regardless of what others do. All other team members must choose on their first turn following the order: opt out or opt in. If you opt out, combat continues normally for you; you don’t get the perk’s benefits. If you opt in, you must take a Ready maneuver to get in position, check the positions of your team mates, etc." Ready is used to instruct comrades into formation (what supposedly involves gestures, shouts, signs, etc.), and to "only step" into formation, as you say.
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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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06-23-2014, 05:01 PM | #67 | ||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Wait maneuver - differences from 3rd Edition
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06-23-2014, 05:13 PM | #68 | ||
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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I don't agree that there is no logical reason. Again, in a cinematic game, ok. But it is a choice you and your players make.
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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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06-23-2014, 05:14 PM | #69 | ||
Join Date: Jul 2008
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Re: Wait maneuver - differences from 3rd Edition
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It also justifies allowing Move and Move and Attack on Waits for specific reasons pertaining to operating in a formation. But it doesn't actually constrain how you can use the new Wait options. Quote:
Am I wrong? Why do you keep writing about Ready Maneuvers?
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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06-23-2014, 05:22 PM | #70 | |
Join Date: Jun 2014
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Re: Wait maneuver - differences from 3rd Edition
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Wait means you spent your turn reacting. The rules have some coherence, since if you are reacting, you are entitled to small physical actions, through Ready Maneuvers, or a regular Step and Attack, an AoA, or a Feint - but not Move, Move and Attack, nor Concentrate (because you're supposedly paying all your attention to react instantly to your triggering condition). At least, not in a time frame of less than 1000 mS. The example you gave is of a trained unit in formation. It allows you perform actions that would require more than 1 second very fast.
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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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gurps 3e, gurps 4th, step and wait, wait |
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