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#61 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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You mean in the sense of "I wait until he attacks, and then I attack, and then on my turn I attack again giving him a -4 to parry?" Then, yeah, I agree, but the other interpretation has other issues with it too.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#62 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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If you wanted to absolutely realistic each character wouldn't have exactly 1.00 second turns, nor would every action take exactly 1.00 seconds. Each action would have a base time, modified by the characters speed. So a swing might be 0.75 seconds and a double swing 1.00 seconds, each modified for their characters speed. So Casting a spell becomes a 3 second action rather than three consecutive Concentrate maneuvers.
I've seen systems similar to this in video games. The problem, of course, is that this is far too complex to keep track of in a table top RPG. So you break it down so that each character has one turn, each turn is 1 second, and just live with the abstraction.
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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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#63 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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Waiting does NOT change your turn order, but instead postpones your the execution of your actual actions until later within your own turn. When your original turn order comes up again, unless you wait again, you can go right then. Semantics? Probably. But in fact, you decide when you Wait that instead of acting at t=integer(N) seconds of your own personal time clock, you will act sometime between N and N+1, if the triggering condition occurs. By rights, there are some things you shouldn't be able to do, since you're eating up part of your turn waiting . . . but game mechanically, it's easier to just say you get a full turn's worth of stuff, but it only happens if your trigger occurs. But once you Wait, you don't go after Player Y (who set off your trigger) from that point on. If you've got the highest Basic Speed, you "go first" in the sequence, even if your action on your turn is to defer your actual action until some specific thing happens. In practice, this means that with many Waits, the "action order" and the "basic speed order" may never be the same, but the actual basic speed order is fairly inviolate by RAW.
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#64 |
Banned
Join Date: Apr 2008
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I don't think your interpretation is wrong. The RAW is not clear and letting faster people move later makes sense.
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#65 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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You are faster, it does make sense that you can react to him attacking and then recover quickly. All of this stuff is actually happening at the same time, remember. |
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#66 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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Not only is this true, but there are some things, like how a Parry interacts with two other characters that are attacking you, that only can be narratively described AFTER the fact! I had this precise conversation with RPK, and the same thing holds true with Waits: you can only really make sense of what happened to a character during any particular one-second slice of time until after that second is over! It's an artifact of the discretization of continuous time.
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#67 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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That's not how Riposte works. It doesn't give you a free, second attack.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#68 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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A, Turn 1: Attack B, Turn 1: Wait A, Turn 2: Attack, B interrupts forcing A to defend on his Turn 2 B, Turn 2: Attack, with A being at a penalty for having already defended once during his Turn 2 What's going on here is that this is just an artifact of the abstraction necessary to keep the game relatively simple.
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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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#69 | |
Join Date: Sep 2004
Location: Canada
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Counterattack is the sister-option, basically a normal Deceptive Attack conditional on having parried the guy, which you get to buy the skill penalty off of as a technique.
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#70 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Able has Basic Speed 7, Zed has Basic Speed 5.75 but Parry-18 Able (turn 1): I wait for Zed to come within range, then I will attack him first! Zed (turn 1): I move a step and Attack Able. Able (turn 1): That triggers my Wait, so I get to attack! I hit! Zed (turn 1): Okay, I Parry and Riposte for -4. I Succeed. Zed (turn 1): I get to roll my attack now, but you must defend at -4! Ha! Able (turn 1): On noes! I failed to defend. I take damage! Able (turn 2): I get to Attack again but I have shock penalties. If you Parry though it is at a penalty because it will be your second Parry. EDIT: Quote:
I'm not saying that. I'm saying that Waits let you interrupt someone's manuever, but that person still gets to complete his turn. Last edited by sir_pudding; 05-15-2011 at 11:37 AM. |
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Tags |
kromm answer, kromm explanation, wait |
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