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#21 | |
Join Date: Sep 2004
Location: Canada
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We definitely seem to be orbiting around "It's a perk". I don't think the quirk is valid. There's no way, mechanically TO actually go after other people, so you can't take it as a quirk that you do it all the time. It's not in your power to do so. The only thing you can do, mechanically, is always Wait - which means you can never Move, Change Posture, Concentrate, etc, only Attack, All Out Attack, Ready, etc. Which is worth more than -1 points.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#22 |
Join Date: Oct 2005
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I'm a little confused. Let me see if I understand the problem here.
Currently, the turn order in most combats is "Knight - Wizaed - Badguy" and you'd like it to be "Wizard - Knight - Badguy" or are willing to settle for "Wizard - Badguy - Knight" right? If you're willing to settle for W B K W B K W B K W B K..., why not just pick a relatively passive maneuver for the Knight's first turn, like All-Out Defense, Evaluate, or Do Nothing? Doing so would effectively change (K W B K W B K W B...) into K (W B K W B K W B...) which would seem to get you what you want. Remember that spell durations and other intervals are judged from the one Wizard turn to the next Wizard turn - A spell with a one turn duration might take effect at the end of Wizard turn 1 and will last until the beginning of Wizard turn 2, effectively giving the Knight a turn between them. Thus if the spell casting is W* and the spell ending is #w, then the turn order with a one second spell might look like: K, W* (casts spell), B, K, #(spell ends) W* (casts another spell), B, K, #(spell ends) W*, and so on. Each second of the spell duration, the Knight will get one turn to act. ... If all of that is too complicated, and I were your GM, I'd probably allow you to declare your position in the turn order as any number less than your Basic speed, up to a maximum of your basic speed. The way I'd do it, you'd select your "effective basic speed" as the combat starts, but before anyone takes their first combat turn. I don't see this breaking the game dramatically.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#23 |
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Join Date: Sep 2004
Location: Southeast NC
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One tangential issue that's been brought up here could be solved with the following perk:
Trigger Spell
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#24 | ||
Join Date: May 2011
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The goal is Wizard/Knight/Monster. If that has to happen Monster/Wizard/Knight, that's acceptible. The GOAL is to let the Knight act between the Wizard and the Monster, instead of letting the monster act after the Wizard and before the Knight. The Knight and the Wizard in our hypothetical have BOTH won initiative. They both are acting before the Monster. They just want to swap places, and the Knight's Basic Speed is way up over the Wizard's. Quote:
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#25 |
Join Date: Mar 2011
Location: Belém, Pará, Amazônia, Brasil.
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The all out don't changes the sequence. The bad guy still acts before the knight.
I think I would allow the changing in combat order for free. I don't like the idea of a high speed being worse than a lower speed. |
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#26 | |
Join Date: May 2011
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Part of this has been that the combats have been flatly mook-tastic, with non-threatening enemies who are slow. Even then, I've found that any enemy who MIGHT act either before me, or after the Wizard? I'm better off ensuring that he acts after me and BEFORE the Wizard, so that the order runs Wiz/Me/Enemy. And it's worth giving him a round to make that happen, if he wants it. |
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#27 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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I don't see any problem with allowing the Knight to electively drop his Basic Speed at the very beginning of a fight (but only at the very beginning). There's a considerable risk that he will cede first action to a faster enemy, so it doesn't seem abusive.
What I wouldn't allow is for him to lurk on the first round to see who goes when, and then 'jump in' when he likes. Simply declare that for this fight, he is using a lower Basic Speed of value X, and determine turn order normally from there.
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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#28 | |
Join Date: Jun 2006
Location: Between.
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Sometimes the appropriate response to reality is to go insane. Philip K. Dick, Valis |
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#29 | ||||
Join Date: Sep 2007
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Last edited by Anaraxes; 05-13-2011 at 10:13 PM. |
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#30 |
Join Date: Sep 2006
Location: Luxembourg
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For me, it is a perk :
Coordinated fighter : At the start of a fight, and if not surprised, the fighter can lower down his turn order rank below one (or more) team mate. This assume they have fought and/or trained together before. I would also allow it for free with a successful tactic roll at the beginning of the fight. Celjabba |
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Tags |
kromm answer, kromm explanation, wait |
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