05-15-2011, 02:59 PM | #91 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Altering the Initiative Order
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05-15-2011, 03:57 PM | #92 |
Join Date: Sep 2004
Location: Canada
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Re: Altering the Initiative Order
Regarding the concern over Wait allowing you to chain two Attacks together to maximize repeat-parry-penalties:
I'd probably handle that sort of thing, if abused by one side of the fight or the other, like Dirty Tricks and Combinations - if you keep doing it, your enemies are going to start getting a +1 to defences (no more) because you're being predictable. Switch up to another tactic, or alternate tactics, and they'll loose the bonus/never get it in the first place.
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05-15-2011, 05:15 PM | #93 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Altering the Initiative Order
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I'm in no way saying that the RAW isn't highly playable. Besides, take the example that Fast Zed has Basic Speed 8 and Slow Able has Basic Speed 4, we then have Able getting to do two turns worth of actions in between Zed's normal actions. And since he can ready after a Wait, that means Able could be picking up a weapon off the floor then using it, readying a machine then using it, etc., all mega-quickly at twice the speed of what Zed can do, even though Able has half the Basic Speed of Zed. |
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05-15-2011, 05:30 PM | #94 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Altering the Initiative Order
Except unless Abe's wait is so succeed that Zed doe get to act again, (hence making Abe second action irreverent) Zed gets to Finish their interupted acton before Abe next action
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05-15-2011, 05:35 PM | #95 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Altering the Initiative Order
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The point is Able can Wait and attack Zed as he comes into range, he can Wait and interrupt Zed in the middle of his Concentrate or other action, and finally Able can Wait and attack after Zed's attack, then Able gets to have another full action before Zed gets to go again. |
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05-15-2011, 05:40 PM | #96 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Altering the Initiative Order
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05-15-2011, 05:50 PM | #97 |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Altering the Initiative Order
Reread what we're talking about, it doesn't sound like you're catching the point.
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05-15-2011, 05:51 PM | #98 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: Altering the Initiative Order
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It should be: Able (turn 1): Wait Zed (turn 1): Attack Able (still turn 1): Wait triggered, attacks, Zed parries to set up riposte Able (turn 2): Attack (Zed suffers penalty for multiple parries) Zed (turn 2): Attack (Able suffers penalty for riposte) Edit: Ignore this post. I misread what the quoted text was saying.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 05-15-2011 at 09:45 PM. |
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05-15-2011, 06:37 PM | #99 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Altering the Initiative Order
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05-15-2011, 06:52 PM | #100 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Altering the Initiative Order
Oh, it doesn't . . . but the "instant" effects in GURPS means that if A Waits, and says "I take my turn after Z attacks," then A defers his actions on Turn 4 until after Z attacks, but when the sequence comes around again (Z takes his actions in Turn 4, A takes his actions, deferred until after Z, on Turn 4) and it's now Turn 5, that A gets to perform his stuff with no chance for Z to go in between, though he may still defend unless his Turn 4 action says "nuh uh!"
It's a risk for A to do this. Z could critical, leaving A no defense and possibly in a bad way. The situation could change, leaving not able to do whatever it was he intended. But . . . with the right moves, it could be a high reward strategy. With Rapid Strike and AoA, you could do six penalized attacks (and no defenses, though) if you didn't defend on Turn 4, and burn AoA (Double) for a RS+Attack. I agree with the poster who mentioned using the Dirty Tricks and favorite combinations, though: that sort of thing would be pretty predictable. I don't think it'd be too metagame for a fighter who'd seen A do this before (holy crap, he's FAST!) to react to A deferring his actions until after him to have Z simply not get near A unless he has no choice. However, for a skilled and/or well protected fighter A, where he has high chances of parry (and thus can RS + AoA (Double: RS+Attack)) or just has wicked high DR (so he can AoA (RS+Attack) on Turn 4 and then again on Turn 5) it's definitely going to be a mook-slayer. Note that other than early in the combat, A giving himself two actions choices in a row on the Turn 4-5 sequence means he's given Z two in a row on Turn 3-4 . . . though A has the advantage because it was intended.
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kromm answer, kromm explanation, wait |
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