[TS] Slicing the pie, a question?
In a situation where a tactical team is sweeping a building and a shooter is 'slicing the pie'
Am I correct in assuming this is excecuted as one step per round at a time? So one step, roll to spot (or it may be automatic succes) and the shooter may shoot if there is a target, but does not shoot if there is none. He announces in advance if he wants to evaluate before firing, for -2 to-hit. If there is an enemy with a Wait he may also shoot, and this is the time to roll Quick contests to see who shoots first, right? But if there is an enemy without a Wait, you just shot him? If there is no target you take another step in the same round? This sounds almost like a Move-and-Wait manoeuvre, but there is no such a thing? The alternative would be to declare a Move-and Attack right? To rush in and shoot if anybody is there. An enemy with a Wait may very well shoot faster than you. So it is not recommended unless you're in a hurry! But can you declare this and *not* shoot if there is no target? Is this similar to the -2 for evaluate? To say "I rush in and shoot at any target whatsoever, but if there is none then naturally I don't shoot"? |
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The examples I've seen on TV have all been faster than 1 yard/second, from what I remember. I'd call that a special version of Move-and-Attack, rather than 'step->wait->step->wait->step->shoot'.
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It sounds like a series of Step-and-Attack (if there *is* a target), moving at 1 ys/sec. I asked because I also presume a faster slice rate. Mmmmmm slice... That was why I saw this as a good opportunity to come up with an exception to Wait to allow some move. I think half move would be apporpriate, or even Move/3. AFter all an AoA(determined-Ranged) allows half move, but only forwards - and I assuem this means in the direction you are facing, which IMHO is forwards regardless of how the legs are pointing. Is there no longer a 'pop-up shot modifiers like there was in 3rd ed? Meaning a penalty for not having the target visible until you yourself moved (or stood up) to bring it into sight. |
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It does not say this explicitly, but I would treat this like a Step and Concentrate maneuver. See Situational Awareness, TS11. In game terms, you also avoid Bulk penalties. The reason you go slow is so that you can see the guy first, and so that no more of you is visible than necessary. More cover, means a harder shot for him. Stealth is involved as well, since you could very well ease out, see him, and shoot him before he sees you. It can take a long time to clear a building this way. If you have to move in on a bad guy taking the Wait maneuver there are two ways: rush him and cause a Fright Check, or approach him while using maximum cover. By slicing the pie, if you spy him and are undetected, you can then move back into cover, alert your partner or support team, and decide how to attack. A SWAT team or military squad might use explosives or flash bangs. A couple of cops searching a reported B&E might quietly switch places -- bringing the single long gun between them into the front position, say. Gesture helps here! Or they may decide to rush the guy and scare him into surrendering. Ready on 1, 2, 3 . . . "Freeze!, Freeze!, Drop the gun!, Drop the gun!, Drop the gun!, Drop the gun! . . ." |
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On could also assume that is an enemy heard you approach - os suspects somebody is coming - he'll Wait. But indisciplined or hurried enemies migth not keep this up for very long, so a multi-round-slicer may not see the enemy (or vice versa) until several seconds later where the enemy may have started moving. But this is merely a thought experiment. Using flash-bangs to initiate the rush should mean it is ok to hurry using MaA. |
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I talked with Kromm and Hans about "Step and Wait." They both think it's fine, and this is how pie-slicing should be treated.
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But then again I often do ;) Edit: But only Step-and... not Move-and...? So it's still the slow method at 1 yd/sec. For a faster version it's just Move-and-Attack with the clause that the -2 for evaluating also allows you to not shoot if there are no targets. Of course you still need to roll Vision to spot the target in the first place. But the slow slice allows you to use Sighted Shooting or what? So the Reflex Sight is usable? And the fast slice only allows unsighted shots and hence only tactical lights and laser aimpoints? |
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Done properly, this is somewhat slow and precise. The object isn't to rush, but not to get shot or grabbed. Moving quickly around corners is done when time is of the essence (bombs ticking, hostages dying, etc.), but that isn't the same maneuver. People trained to slice the pie will still move as if they were doing it and look where they're supposed to look – that's the power of training – but they'll be operating too quickly to be guaranteed the initiative if someone is waiting. In game terms, they'll be walking the same path but without a Wait against their enemies.
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But how is the timing against a Waiting and stationary target? The SWAT officer makes repeated Step-and-Waits around the corner, until he get LOS on a target. Assuming he maes his Per roll to spot the enemy, who shoots first? Both have a wait going, so do they roll for speed as normal? Is there any difference in the fact that the SWAT guy is moving and the other is stationary? I'd be tempted to give the stationary party a slight bonus to shoot first. Which is why this is best preceeded by a flash-bang grenade. However looking at TS p10 the box lists rules for "neither fighter has ready weapon" and "one party has ready weapon" - not "both have ready weapon"? |
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The mover would, I assume, take the same -2 penalty as a pop up shot if he shoots. |
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A is the SWAT guy slicing the pie of a hallway corner B is the foul terrorist crouching behidn a desk with a Wait aimed at he corner. Sequence: B: Wait, opportunity fire at the corner A: Step-and-Wait, no target presents itself, nothing happens B: Still Waits A: Step-and-Wait, no target presents itself, nothing happens ...[this may go on for several seconds, until:]... A: Step-and-Wait, suddenly there is a target. BANG! B: Was actually waiting for this so: BANG! Now, since A was the one moving into LOS, is he the active party and shoots first? That sounds silly since B was Waiting for this very thing. Do you only now look at Basic Speeds to see who goes first? Odds are that the SWAT guy is highly trained and faster so he always shoots first. So what is the effect of B's Wait? TS p24 says you roll a quick contest *if neither chose a Wait manoeuvre*. But what if *both* did as in the example above? Would that be the same? Make a roll for speed? That seems fair. Sure, if only one guy was Waiting he shoots first. |
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It also means that a "leading someone at gunpoint" situation gives the gunman a Wait, instead of allowing an uncooperative prisoner one turn to act before the gunman responds. That is a big mechanical change to a fairly common situation in fiction. |
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Sorry for the necro, but I'm interested in the situation as well. Here's what seems like an important nuance to me:
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Note that if it's a Step-And-Wait, then first A makes a Step, then A starts waiting for some condition to trigger an attack. So at the moment A shows up in B's FoV, A is not Waiting yet - merely Stepping in preparation to Wait. |
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A state-of-conditional-Waiting is when a character does nothing unless the trigger event registers. If you're placing the Step outside the conditional block of the turn, then it's not part of the conditional block. Otherwise the following situation becomes possible: Opponents both have a Reach 1 weapon. A declares a Wait, opting to whack B if B steps into Reach 1. B does a Step And Wait, with the wait condition being 'when A is in reach' and the action being 'whack A'. As B Steps, B becomes in range, and B's Wait is triggered, allowing to contest A's priority. This way, B gets the best of both worlds, with no drawback. |
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Also: Why do you think that A should automatically have priority in that situation? Making it a contest actually seems to make some sense as opposed to always prioritizing the person who gives up the initiative. |
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"Movement: None until your Wait is triggered. At that point, you may move as allowed by the maneuver you specified (Attack, Feint, All-Out Attack, or Ready)." Perhaps the Wait could be phrased as such: "I take a Wait to Attack anything that comes into view, and, should nothing do so before my next turn, I take a step immediately before my next turn." I think that allows a shooter to cautiously advance, invokes the Cascading Waits rule if they walk into an ambush, etc. |
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All of the discussion in TS playtest very clearly involved a Step. Perhaps it was a tacit assumption, but the slicing maneuver very much describes the first step, then wait. Second, if Wait-then-step you can never actually clear the corner, since I don't think "if nothing happens" is a valid trigger. If it is, it's an interesting way to resolve the issue. |
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The more elegant solution is Step-and-Wait, and I agree with Langy that the way GURPS works, the sequence game-mechanically (step/wait vs wait step, or in his example, step/attack vs attack/step) is overly specific relative to the real world actions, which are blended. They are meant to be simultaneous or nearly so, which is exactly why you can attack/step or step/attack. This has also been the articulated reason for infinite Dodges - you make one giant amalgam dodge, and you can only rationalize what happened after they're all over and it's about to be your turn again. GURPS descretizes because it has to to be playable. Not because that's precisely how it's being fought our in our mind's vision. This entire thing is nearly resolved with Step-and-Wait, and that was the intent of the rule. |
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The problem with Step-And-Wait, however, is that it gives a free lunch to those who take Step-and-Wait, in the form of getting the benefits of Wait without the drawbacks. Thus, by allowing Step-and-Wait to be simultaneous, you're essentially allowing people to trigger their own Wait immediately, thus gaining (lowercase) initiative where they lack it. Also, from the FAQ back before my days: Quote:
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It feels like this is a foolish stance to take, like I'm trying to interpret the wisdom of forefathers that are actually present and telling me they disagree. That said, I'm rather attached to Basic, so I'll take it: I don't believe in step-and-wait because it's explicitly prohibited, and I guess that means I model things as wait-and-step.
What if the step walks you in to someone else's wait? I'd treat that as a who-draws-first scenario with something like a +2 for the stationary fighter. |
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If character A is Waiting, and character B is Step-and-Waiting, wouldn't you simply use the Cascading Waits rules as written, noting that B is at +0 because he is moving a Step, and A is at +2 because he's not moving at all, as written in the listed modifiers?
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Normally, A has the initiative, and opts to give up the ability to use said initiative immediately in exchange for the ability to interrupt those who lost the initiative. But with the simultaneous ruling, B suddenly gets the ability to ignore A's initiative, or, more precisely, to act as if their initiatives are tied. Notice that B loses nothing by taking Step-and-simultaneous-Wait instead of taking an Attack or a normal Wait. Normally, in GURPS, TANSTAAFL. |
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I thought the procedure here was a Step and Attack, and if there's no target after the Step, it's just wasted.
[Edit] I get it now…Attack triggers a standing Wait, while with Wait vs Wait, the aggressor has a chance to act first |
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Strange to say, I've spent whole last day studying step-and-wait/move-and-wait threads on these forums. It's a funny coincidence this topic revived.
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This would be making it substantially easier than what I was suggesting, though. Also, there's a perversity. If you can beat a Wait with a step-and-Wait, what do you do if you've got some sort of super-sense so you see the target around the corner before making your move? You do exactly the same thing as if you didn't, because if you actually used that information to make some kind of Attack maneuver, you'd be handing them a guaranteed first shot rather than a roll-off. |
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The step and wait cutting the pie is a compromise solution when facing a potential waiting opponent on the other side of the door between: A). moving in normally (and more quickly) and attacking, and getting hit by a waiting opponent and B). Standing there with you own wait not moving. Cutting the pie is normally down by those initiating the action, doing so against opponent who can sit and wait is a compromise. This is shown by the relative -2 disadvantage. For me step and wait is kind of like the half way house between wait and not waiting, in the same way as defensive attack is compromise between AoD and standard attack. Basically a free lunch assumes there's no down sides to doing it, and that not the case. Your limited to a step, your limited in your target choice (you concentrating on the appearance of target in a specific place) and your disadvantaged against a waiting target who's waiting for you. |
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Step and wait accesses the benefits of both, but the disadvantages of both apply too. That's what a half way house means. The thing is your making very abstract comparisons, I think it because less of problem if you actually envisage situations this would be used in because the context will effect the relative benefits an issues of each choice. Take the example already given: One chap (A) in a room covering the door taking a wait action for target appearing in the door. One chap (B) cutting the pie with the intent to clear the room. The chap inside is waiting in the room so is not on the clock, the chap outside is initiating so it stands to reason he is on the clock. 'A' has choice he can move and attack getting more movement But he't eat 'B's attack 'A' can wait in the normal fashion, which is safest for him, but nothing happens room will never be cleared 'A' can step and wait, which at least gets him to his goal, but all else being equal he'll be at a disadvantage when it comes to the ensuing cascading waits QC. basically to truly judge this you have to take into account the whole context. Yes in abstract your right if you take step and wait, step and wait every single round you will have an advantage over taking normal attacks, but only so long as you targets appear when and where you expect them to appear and moving step per turn doesn't cause you other issues. As GM I can think of many ways to punish someone doing that (and I think RL combat would too) This is true of assessing combat options in general I find some situations will favour some options over other, but that's kind of the point of them. Assuming a situation that favours one option is not a very good way to compare options in general. However I should add I tend to play up situational awareness and gun sighting and all the stuff in TS in this kind of circumstance. |
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A Wait's flaws relative to the Attack are that (a) Waiter can't move until the condition triggers and (b) Waiter might lose a turn if the condition does not trigger (and has no control over whether the condition triggers). Attack's flaw relative to Wait is primarily that the Attacker gets automatically interrupted by a Waiter (assuming the waiter has the initiative). Step-and-simultaneous-Wait (a) can move as for a normal Attack, (b) can guarantee a trigger of one's condition by wording the conditions in such a way that they always trigger upon stepping and (c) gets to contest people who Wait. A Step-then-Wait gets benefit (a) but not (b); whether benefit (c) applies depends on what the Enemy Waiter's condition is. You're bringing in Move and Attack, but we're not comparing Attack to Move and Attack nor Wait to M&A. We're comparing Wait vs. Attack vs. Step-and-simultaneous-Wait. And in that comparison, S&sW is always better than either. Quote:
It's like you invented a new manoeuvre, Desperate Attack, which gets all the benefits of All-Out Attack, and may roll defences as if performing a Committed Attack. If such a manoeuvre would become available, it would always be taken in favour of (instead of) both AoA and Committed Attack, since it has no drawbacks compared to them. Quote:
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Condition is 'when an enemy is in range'. Then the character steps into range. For slicing the pie: Condition is 'when an enemy is becomes a closer target than when the condition was declared'. Then the character steps forward. (Or you can set up the condition for 'further' and step back.) With Slicing the Pie, you can't guarantee that you get to shoot, but you can guarantee that you get to shoot if/when you sight an enemy (which is really all you need): just set up the condition to 'if an enemy is in sight' and step behind the corner. |
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This all seems to boil down to the idea that Waits should never be able to be pre-empted; if someone is Waiting on the other side of a door, Slicing the Pie should always result in the pie slicer getting shot first.
Why do you think that that's a worthy goal, Vicky? |
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Accordingly the balance point that step and wait would occupy in terms of game balance between attack and wait differ for us. Now neither is right or wrong, but I suspect that what you fear will end up being best of both worlds abuse at your able, will end up being a difficult compromise decision at mine. You do still seem to be only interested in comparing Step and wait to a attack with single step, I think this is a bit narrow and ignores the wider context these things happen in, as per my post. Quote:
Personally speaking anything that encourages successful gun fights to be mix of slow and methodical movement with occasional quick dashing is generally speaking a good thing. While I wouldn't have a general rule for beating waits, I like the concept of combat choices allowing you scope to do so without both rooted to the spot. I view this as combatants seizing initiative from each other (barring surprise GURPS initiative being pretty much set in stone in the first turn by a single stat). This all links into the theme of GURPS combat being concurrent, but mechanically being IgoUgo. Maybe if people think it's too much of a free lunch they could penalise the QC further, making it harder to beat out a stationing wait? |
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Moreover unless you have reach advantage (in which case you play reach games not wait games), and your target also has wait triggered on "when my target in range" he'll attack you and you get into cascading waits with a -2 pen. Quote:
So it's step do i see anything in small section/arc of the room, no? step a little more is anything revealed in the next small section/arc? And so on. It's not any target that presents itself in my normal field of view as I walk forward. This is why clearing room is a problem and slicing the pie was developed. Someone in the room can be anywhere in the room but can focus on the doorway that the room clearer has to enter by. The room clearer has the opposite problem he has to go through the door but has to clear a wider area while doing so. |
Wouldn't work in SWAT scenarios --
but there's a good reason GIs in city operations in War Two tended to toss a grenade into the room before coming around the door frame.
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So, it seems to me that the mechanic that Vicky is complaining about is actually closer to reality: when closing to attack someone who's waiting for you, if you have the same range, both of you will act more or less simultaneously, resulting in a Cascading Wait situation. The RAW mechanic, where the closer has to stop and wait to see if the waiting fighter can hit him before he's allowed to act, is unrealistic. (And in the case proposed way upthread with the leading gunman unable to act to shoot his captive until after the captive gets a free second to act first, it's downright silly! TV may work that way, but real life sure doesn't!)
The only problem I can see with using Cascading Waits to resolve these things is that it adds extra mechanics to a combat system that's already notoriously picky and detailed - but I suppose that it would become second nature after regular practice. It also gives a bit of an edge to quicker fighters beyond going early in the initiative order (which is really only a significant advantage at the beginning of combat). If you really want to penalize Waits over Attacks, then literally penalize Waits: -2 to triggered actions for haste, or something. Adjust to make Wait as odious as you need to keep people from using it frivolously to replace standard Attacks. Quote:
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But the proposition of allowing Step-and-simultaneous-Wait makes it so that enemy Waits always can be pre-empted (though they are not necessarily always pre-empted). There is no reason whatsoever to take Attack against a Waiting opponent, which effectively brings back the mechanic (with slight changes) for which 3e was criticised and why it got changed in 4e. The reason for Wait-vs-Wait lulls disappears, because the second combatant can easily get the benefits of both a Wait and an Attack by taking Step-while-Waiting, and accepting a mere -2 in the QC instead of auto-losing it. That's about as good as a manoeuvre that gets all the benefits of AoA but a mere -2 to defence; it'll be taken over the former manoeuvre every time. See also: Quote:
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Sure sure sure, Vicky - you don't like the idea of Step-and-Wait being able to challenge other Waits - but then that just makes Slicing the Pie have no benefits whatsoever. So do you have any ideas on how to make it so Wait isn't the auto-kill-the-cops rule vs someone trying to perform a maneuver specifically designed for taking out foes Waiting to shoot at you while you're breaching a door?
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-If there is someone in the exposed slice that isn't Waiting, you get them before they have a chance to get you (which Step and Attack would also grant if you're okay with that being a Step-acquire-targets-and-Attack). And: -If there is no one in the exposed slice, you are in a Wait, so if anyone comes into the exposed slice before your next turn you have the drop on them. Quote:
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That said, what I think should happen in the whole 'Person A waits to ambush Person B; Person B expects the ambush and Slices the Pie' is that both Person A and B fire their shots, even if one or both of them die in that first round of contact. |
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Tossing grenades, going though though / making a different entrance. etc all about breaking the situation of the the man in the room know where you wil be, but you not knowing where he'll be. That leaves aside that tossing grenades (at least explosive ones) may not be feasible for other reasons. Quote:
Ultimately my issue is I can see no reason why the action of trying to pre-empt your target or some specific action should mean you lose the ability to move your feet. Well other than share game balance one, but as I sai the reality of that in play will very much come down to how you treat waits |
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Mr. Cole suggests step'n'wait has a -2 to everything, and that the person who sees first (Perception or Per-based skill QC) shoots first. I think it's elegant and simple and I support it. There is no free lunch. Lunch costs -2.
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Ok but that limits the relevancy for actual play. Especially as you say mainly in these standoffs. However its these standoffs that are likely going to be cascading waits, which is precisely when the step and wait is penalised. You said earlier "a mere -2" well ok rachet it up. But either way -2 on a test where only the Speed stat kicks in is quiet a lot. What I don't like about those stand offs is that you're both standing like statues while all else goes on around you, or one of you gets shot. Also if nothing else if set and wait truly did just replace attack, then it would balance out as by that argument everyone would be step and waiting. TBH this would only really occur (if it occurred at all) in melee, and the benefit then is reduced as the overwhelming benefit of attacking first is less in melee than it is in gun fights, especially with the various options. However I agree if that did happen it would be a lb of cure for a oz of probelm! Quote:
As it stands there is no way a someone passing the doorway can do so in way that doesn't involve automatically getting shot at first by some one with a wait. Which is exactly the situation that slicing the pie is designed to mitigate in real life.* Wait is ultimately a way to seize the initiative later by choosing not to take go earlier. The prescription that you can only do that while standing still is odder each time I look at it However to restate again I would certainly play up the limitations of wait as previously described. *that said while i dislike hyper specific single situation only rules adaptations, I also don't like changing an entire system to allow one single specific tactic to work as intended. A good compromise point might be to restrict step and wait to just this or very similar situations. This might make certain sense as teh steps in slicing the pie are actually very short, way shorter than a GURPS step. It really is just about staring down you gun's narrow field of fire that takes in a tiny slice of the room. Some of this might actually be below the resolution of GURPS. And as I said earlier it could just be done my playing up the disadvantages of wait. |
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However, this solution still retains the following issue: Quote:
Oh, I also realised that my idea of saying the tradeoff is giving up the right to make Active Defences is silly, because it has absolutely zero effect if the Waiter-B is ready to make an All-Out Attack. Just like when designing AoA Techniques, you may not apply a defence penalty to them. Which made me think: perhaps the proper way to make Slicing the Pie mechanic available is a Rules Exemption and/or Unique Technique? * == Is this the first time when I'm considering the floor to be something other than a featureless plane? It quite well might be. |
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Maybe make it layered like the ETS resolution: Those with ETS doing static Waits resolve order amongst themeselves, then Those with ETS doing Stepping Waits and Stepping Attacks act after them and resolve the order among themselves then Those without ETS doing Static Waits act after them and resolve order amongst themselves then Those without ETS doing Stepping Waits and Stepping Attacks act after them and resolve the order among themselves. (Note: very rough idea; not cooked; not suitable for ready use unless further prepared.) |
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Allowing something like 'spend five turns, get the right to Step while still Waiting on turn 5' . . . well, maybe, but it still looks clumsy and very unlike the rest of GURPS (well, the rules from Swimming speeds are calculated in hexes travelled per 10 seconds, but that's about it). |
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Also as to the point about being triggered while stepping, I think that's the nub and crux of Douglas Coles's -2 to everything, you are ultimately doing two things at once and your concentration is divided. Quote:
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I also tend to make evaluate and wait indistinguishable to the observer as well. Quote:
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*the fact its occasionally been morphed into something else since is probably a matter for another thread. Quote:
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Ultimately slicing the pie is a tool to be used, and tools work best when applied to the problem they are designed for. So while I get your point about the danger of super tool that trumps all other in all other situations I think it would be possible to compensate. |
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E.g. it used to be that when you both have Reach 1 weapons, and there is one or two empty hexes between you, you have to choose whether to Wait (retaining initiative, but not closing in if the attacker e.g. decides to Evaluate from a distance instead of stepping forward). But with S-w-W, you can just keep advancing while Waiting - if there are two empty hexes between you, you just step, leaving one empty hex between, and Wait. And then do it again. And the worse you get for that is a -2 to your skills, while still able to steal the initiative from someone who took a static Wait. So basically, this creates an incentive for everyone to always Wait instead of Attacking while closing, every single time - at worst you're at -2 to DX. Think about it this way: would you allow someone to attack out of sequence, earlier than normal (e.g. two times in a row) in exchange for a -2 to DX? Sure, S-w-W is no better than regular Attack in a flurry. But unless it applies -2 DX, it's not worse either. And before a flurry, it's golden. Quote:
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Re: [TS] Slicing the pie, a question?
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Re: [TS] Slicing the pie, a question?
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BTW, ability to arbitrarily trigger one's Waits is also something that was done away with. Here's a quote from 3e so that you see for yourself what I'm comparing to: Quote:
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Re: [TS] Slicing the pie, a question?
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If the Waiter on the receiving end of slicing the pie knows exactly what's going on and what to expect - and more importantly exactly when to expect it - it's possible he should get a larger advantage on that initial QC. But if he just knows someone might come around the corner at some random time in the future, then the slicer and he are in the same boat - looking at a partially revealed target skirting the corner, back from the wall, both looking for trouble. I think a cascading contest of Per is the right thing here. |
Re: [TS] Slicing the pie, a question?
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You need to accept something: the rule was written with the option for Step and Wait allowed. We vetted with with Sean - or rather, HANS vetted this with Sean in the draft process and gave him permission to add the step. The unfortunate thing for clarity and framing the debate is that (as I mention in my blog post) the allowance of this seems to be implicit rather than explicit. Second, the -2 (or higher if you like; I considered -2 for movement AND -2 for a sort of pop-up attack for -4 to the QC , but that seemed overly harsh) provides for the movement. I'd suggest walking through this scanario on a tactical map and looking for just how little exposed extra map there is on each step as the pie is sliced. As to the "but steppenwait is the only thing that will ever be used!" question: well, that's fine with me. There are turn-order artifacts that step and wait fixes that exist in the RAW, so it's really a matter of taste. One thing that wouuld be interesting, but I'm not sure if it'd be a good idea, would be to allow the Wait-and-Aim guy to add his Acc to the Perception roll, or maybe Acc-2, min 0. That gives a mechanical advantage to the guy who chooses the frozen Wait. Thing is, I'm not sure if that works in reality-ville.Does using an Acc 5 rifle give you an advatage over a PPQ with Acc 2 or 3 in your ability to detect a target coming around a corner? I'd think not. Alternately, frozen Wait couuld perhaps claim a bonus to the Per contest of up to +3 for repeated Evaluates, which would make the net QC delta 5ve points - enough that you will really need/want to be a truly expert room-clearing guy to win that. |
Re: [TS] Slicing the pie, a question?
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The second part of this is that Sean and the other authors do not write rules for mindless automatons and in a way where every case is always explicitly covered, consistent with ever other book ever written regardless of scenrario, and accounting for all possible contrived edge cases. Step and Wait allows for movign slowly and deliberately through an area, covering a line or arc. It prevents artifacts like another combatant being able to sneak through your line because your "turn" happened to end at a particular arbitrary moment in time, allowing a rules exploit. It allows an extra couple of Quick Contests that might currently be a bit too much in favor of the attacker, which there are now two suggestions on how to fix: a blanket -2 penalty to the stepper, and up to +3 Evaluate bonus for the stationary participant. |
Re: [TS] Slicing the pie, a question?
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Regarding pie-slicing, if it's a contrived edge case, then it's an edge case that Hans devoted over 400 words to contriving. If you're referring to the non-slicing implications of steppenwait, Vicky quoted some design logic about the shift from 3e to 4e that make clear that, in fact, the potential of steppenwait to privilege skill over preparation had been judged and found undesirable. |
Re: [TS] Slicing the pie, a question?
I always just let my players spend Wildcard points on a failure if they engaged a bad target while forgoing a wait.
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Re: [TS] Slicing the pie, a question?
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What seems to be missing is simply a notion that the attacker steps and if a target presents itself, he shoots. If not, he stands ready in case a target does present itself before his next artificially descretized action. In game terms, you take a Step and Attack, which turns into a Wait if there ain't no one to shoot...or a Step and Wait, which instantly transitions to an attack if there's a target to hand. Either would work with a little GM elbow grease, and Kromm noted that the Step and Wait is the solution discussed with Hans. The fact that you're revealing so little of the room at a time, and that both parties in the Step-and-Wait vs. Wait will more or less at the same time see each other coming in about the same slice of vision means that even though normally a Wait is privileged over the incoming action, both mechanics and verisimilitude suggest that a contest of Per-based skills (including Per-based Per) is a good way to execute this. The mindless automaton comment is directed at a way of looking at rules as if they're the whole of everything, and if any interpretation or fuzziness is encountered, that's a problem with the rules as always being not explicit enough. GURPS is always stated to have a strong Rule Zero leaning, despite the mountains of guidelines written (and I've written my share), one must always remember that rules are guidelines, and also that different solutions appeal to different people. Langy and Ulzgoroth, for example, shrugged this off a while back and said "it's fine as-is, or take a -2, who cares?" more or less. Since I devoted four hours and 3,500 words to the issue, I think we're in agreement that more clarity is useful in this case, and I tried to provide it - at least according to my own sensibilties. The contrived edge case is that the assumption for the Waiting character is a degree of assumed omniscience and focus on his part that doesn't comport with how these pie-slicing events go down. Especially when they go down as conducted by experts. Quote:
Finally, we have now spent over 60 posts on a 2-year-old thread because a quibble was brought up that despite every other case in GURPS where the maneuver is what it is, and movement is just an integral and analog part of it, an arbitrary assumption was made in the necro itself that the Step and the Wait are distinct and sequential only in this case. So yeah, if I seem a bit exasperated that many solutions have been offered by willing interlocutors and the only feedback is "yeah, well THIS other rule on p. XX is a problem, what are YOU going to do to fix it for me?" I plead guilty. So I'm out, having offered a solution to the problem. |
Re: [TS] Slicing the pie, a question?
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Still not sure how any of that truly limits wait then step attack over wait and step then attack. However as I said before I think Wait is one of those rules we all see a bit differently because of the it's inbuilt (and necessary) ambiguity. Quote:
To be honest I think you looking for the platonic ideal of balanced in abstract, but ignoring how all this works in play where contest is king. Neither do I see how your point is relevant to my point that yes you might end up swapping some Attack and wait, for Step & wait and Wait, but that doesn't remove tactical choice. I agree with you point that adding another compromise manoeuvre will mean basic attack will probably be less widely used, but that's like saying MA adding defensive attack and committed attacks made normal attack less widely used. I.e I'm sure it's true, but I'm not sure it's a problem. Quote:
It's rather different for main battle rifles in TL5+ vs. standard helmets and armour. Have you played much WW2 era stuff? or put it this way no one's going to bother slicing the pie for a guy standing in the middle of the room with an axe, well not unless it's a very, very, small room anyway |
Re: [TS] Slicing the pie, a question?
I somewhat digress from Slicing the Pie, but I'd like to bring an EXAMPLE in favour of Step-and-Wait.
Cyberpunk Julie Electrica's turn has begun. She's absolutely sure (possibly one of her mates told her via radio and then passed out) that her enemy, Ripperjack, is going to rush inside the room unless she will shoot him (it doesn't matter why it's so important for her - any GM can invent hundred reasons). She has Move 6, so she can't reach Ripperjack on her turn with Move and Attack. If she takes any other maneuver, Rippejack, who's Move is 7, will run into the room unharmed. She can't "cover" the doorway from her current position, so she needs to move 1 yard in order to assume shooting position. Sure, a player who plays Julie Electrica could announce "I step and Attack after I hear that Ripperjack gets near the doorway", but it's doesn't look very sensible - overwatching implies vision, not hearing. Julie Electrica will use her eyes to shoot after all. Also hearing can fail more easily, while having the enemy in a plain sight is a better option. So, what she's gonna do? Of course, Step and Wait! Because if Julie can hear Ripperjack (*triggered*), step and shoot him, why on earth she shouldn't be able to step, see Ripperjack (*triggered*) and shoot him? Also Aim allows a step, but realistically stepping and aiming isn't that different from stepping and waiting - generally, you just step and point your gun in a designated direction. If one can Aim and Wait (B390), why shouldn't there be a Step? Sure, Aim won't bring benefits anyway if shooter won't be aiming for at least one full second, but that doesn't change the matter. Here Kromm spoke well about using movement portion of declared reaction during Wait maneuver (before reaction is triggered - if it will ever be triggered). And not only Step, but also Move/2 for AoA. There is no problem if characters use Step and Wait (or even Move and Wait) all the time - that is what gunfighters do when they move in a hostile environment. This matter has been discussed in the aforementioned thread as well. |
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