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#71 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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As has already been said before, characters going in the order (A-B-A-B-A-B-A-B) can just as easily be looked at as going in the order A-(B-A-B-A-B-A-B-A). Once the first turn has been taken it's just ***-for-tat, there is no more advantage in going "first." Or, to modify one of your examples, lets say Zed has Basic Speed 8.00 and Able has Basic Speed 7.00: Zed (turn 1): I move towards Zed. He's 9 yards away, I'll be within a step on my next turn. Able (turn 1): I wait for Zed to come within range, then I will attack him first! Zed (turn 2): I move a step and Attack Able. Able (turn 1): That triggers my Wait, so I get to attack! I hit! Zed (turn 2): Okay, I Parry and Riposte for -4. I Succeed. Zed (turn 2): 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. Same exact outcome except Zed got to "go" first, and most of Zed's noteworthy actions took place during the portion of Zed's second turn that overlaps with Able's first turn.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 05-15-2011 at 11:50 AM. |
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#72 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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In that example, AFAICT, it's Able that gets to go "twice in a row". That seems to be what the objection is to.
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#73 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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[1]As your example showed, the first attack happens at be beginning of the defending players turn, as an interruption, the second happens after he's taken his own actions for that same turn. My example just shows that it is not the sequence in the turn order, but the act of Waiting that creates this artifact, as can be clearly shown in my example where Able, still on his 1st turn, gets his first attack by interrupting Zed's 2nd turn, then Able gets to take his regular attack for his 2nd. Since both of Able's attacks land during Zed's 2nd turn Zed's defenses will be at a disadvantage having had to defend two times during the same turn. The fact that Zed is a Parry monster and can deal with this disadvantage not-withstanding.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 05-15-2011 at 12:18 PM. |
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#74 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#75 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Able (turn 1): I wait for Zed to attack, and then I attack after him. Zed (turn 1): I attack Able. Able (turn 1): I parry and attack. (Note that it's impossible for Zed to Riposte at this point). Able (Turn 2): Hey, it's my turn again! I attack. Also, Zed you're at -4 to your parry, since you've already parried once on your turn. This is what we mean by "Attacking twice in a row due to wait."
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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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#76 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#77 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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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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#78 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 05-15-2011 at 12:44 PM. |
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#79 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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I'd also add that the waiting character will make better use of tricks like Judo throws, Ripostes and Counter Attacks, so waiting for your opponent to attack, parrying, and then attacking back is far from a poor tactical choice. In fact, I see that sort of thing all the time, though not explicitly to exploit the multi-parry rule (in general, when you have such skilled characters, incompetent opponents against whom you could use such a tactic can simply be defeated by simpler tactics, and competent opponents against whom you'd need such a tactic cannot be exploited in this fashion).
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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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#80 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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It seems that you are assuming that the players are using a lot of metagame information to make tactical decisions, and they are usually better at outguessing their opponents. I don't see a lot of risky Waits in my games (Wait generally gets used for less speculative uses like Opportunity Fire to cover a choke-point, or Waiting for another PC's action with a preplanned response); players seem to think that I'm pretty good at having the NPCs behave tactically when I want.
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Tags |
kromm answer, kromm explanation, wait |
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