04-23-2013, 11:39 PM | #41 | ||
Join Date: Aug 2004
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Re: Knowing the outcome of an attack before choosing to actively defend
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1) Hesitation: No pressing need to insert this consideration into combat, but it does happen in reality, and can be interesting to game. The suggestion: On a Committed Attack or AOA, there's no chance of hesitation, period. On any other attack, a miss of 1 or 2 means hesitation. No hit, but no loss of ammo, no unready polearm, etc. 2) Wide miss: A really obvious, bad miss. Normally there'd be no reason to care about that, but it's interesting if using DECIDE. With regard to DECIDE, some people have asked "what about gunfire (or other attack) that'll obviously miss?" I don't have a good answer for what determines that condition; a detailed answer should probably involve the defender checking a combat skill, with Per mods, to judge an obvious miss that'll require no defense. For simplicity, I just suggested "a miss by 5+" as a really obvious miss. That means the Nazi is shooting off his Uzi in such a blatantly wrong direction that you don't need to jump for cover, and can calmly continue your return Aim and then fire. Quote:
I could be wrong, though. The text could be clearer on that.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
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04-23-2013, 11:48 PM | #42 | |
Join Date: Apr 2008
Location: Århus, Denmark
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Re: Knowing the outcome of an attack before choosing to actively defend
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Playing GURPS since '90, is now fluent in 4th ed as well. |
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04-24-2013, 02:47 AM | #43 |
Join Date: Jan 2010
Location: Brighton
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Re: Knowing the outcome of an attack before choosing to actively defend
Oh absolutely but higher skilled attackers get a lot more of them, and to get a bit meta for a second advantages like lucky increase your chances of getting them. However that doesn't seem to describe DanHowards examples, which seem more predicated on his choices.
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04-24-2013, 08:34 AM | #44 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Knowing the outcome of an attack before choosing to actively defend
I don't know. Those are the only misjudged incidents that I remember over a ten-year period so I seemed to be pretty good at it most of the time. The trick is to evaluate an incoming attack and decide whether it needs to be countered or not. If not then I ignore it completely and accept that it will hit me and not hurt enough to bother me or that it will miss entirely. Then I have to decide whether it is a real attack that is poorly executed or just a feint. Then I decide how to react. GURPS seems to model this fairly well. IME a decent fighter has enough time to detemine how successful the attack will be and then decide how to defend against it. Attack and defense manoeuvres are not simultaneous so IMO it is reasonable to wait to see if the attack roll is successful before the defender has to declare his defense.
The Rolemaster concept of having to decide how much of your weapon skill to allocate to defense before you know how good the attack is, does not reflect reality. It is a pure gamble and there is no skill involved. It reminds me of playing blackjack and having to decide how much to bet before you see a single card. There is no skill involved at this stage of the game - it is dumb luck whether your bet is commensurate to your first card.
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 04-24-2013 at 09:18 AM. |
04-24-2013, 02:11 PM | #45 | ||
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Knowing the outcome of an attack before choosing to actively defend
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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04-24-2013, 03:06 PM | #46 | |
Join Date: Oct 2005
Location: Ronneby, Sweden
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Re: Knowing the outcome of an attack before choosing to actively defend
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04-24-2013, 04:11 PM | #47 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Knowing the outcome of an attack before choosing to actively defend
I played Rolemaster for over a decade and enjoyed it (we played it so much that most of us had memorised all the entries in the common critical hit tables) but that doesn't mean that the combat mechanic is realistic. It is silly to have to guess how successful an attack might be before deciding on a defense. In GURPS you know that the attack is going to hit when you choose how to defend but you don't know how effective the attack will be. It is a better approximation of how I invision realistic combat.
I can't play Rolemaster now. I'm constantly thinking "GURPS does this better" and the experience is spoiled.
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 04-24-2013 at 05:26 PM. |
04-24-2013, 07:32 PM | #48 | |
Join Date: Aug 2004
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Re: Knowing the outcome of an attack before choosing to actively defend
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If you can do that in Rolemaster, I'd say it actually sounds rather realistic, with a fighter "feeling out" foes to determine how aggressive he can afford to be. Then again, I've never played RM, so I don't much know what I'm talking about. : )
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
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04-24-2013, 08:08 PM | #49 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Knowing the outcome of an attack before choosing to actively defend
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 04-24-2013 at 08:18 PM. |
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04-25-2013, 12:09 AM | #50 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Knowing the outcome of an attack before choosing to actively defend
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I haven't played rolemaster (or rather MERP in my case) for a very long time so not all of the above may be applicable, but it is applicable in TroS, were you do allocate effort like this. |
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combat, house rules |
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