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#1 |
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Join Date: Oct 2012
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Really, what good is tactics skill anyway? I've been playing a space military campaign for a while now (a naval campaign set in a highly altered Traveller universe, with all the non-starship rules from stock GURPS - I don't even own GURPS Traveller), [Note to mods: this not a traveller post, it's a GURPS post] and I've never come across a situation where I’ve had to use it.
For example, GURPS WWII give the example of ‘using tactics skill to determine the best way to approach the house.’ Do you roll, and then the GM tells you the best way if you passed? At least in my experience, what happens is the GM draws up a quick sketch map, and gives a description, and then the player decides what course of action to take. For example, “we’ll head along the creek until we get a close a we can, then we rush them, hopefully taking them by surprise, since there’s only two windows on that side of the house.” And for one example from my campaign, my character was arriving to help a group of marines pinned down in a warehouse. A quick sketch map, and the enemy is firing down from a sort of balcony/open hallway along the front of a loft with offices in it. I decided essentially instantly that there were likely stairs up to the loft around the back of the building, and I still don’t know why I thought that. But my character went round the side of the building, and sure enough, there were stairs there. As for tactics(starship), it’s even more useless. Essentially, the player has to have tactics skill, because ‘here’s the grid map, you are here, there’s the enemy, their course and speed is this, now what direction do you send your ship, captain?’ The player has all the information the character would have, and the player has to make a decision based on it, and all the skill in the world your character has won’t help you if you ‘fail the rolls,’ so to speak. I figure I have maybe skill 12 in starship tactics, but then again, I’ve never obviously done something that would be a failed roll, either. On a side note, operations skill works much the same way, and since success at operations gives you a major advantage when it comes to tactics, it helps my GM is working from default. |
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#2 |
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Join Date: Jun 2006
Location: Between.
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I'm sure I didn't come up with this myself, but I've been allowing each side in a combat a Quick contest against Tactics before combat begins. The roll is made by the character with the highest level on either side with the winning side getting 2 Impulse Points apiece for the purpose of buying success. If the person who rolled for their side can also make a successful Leadership roll then those points are put into a pool for general use.
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Sometimes the appropriate response to reality is to go insane. Philip K. Dick, Valis |
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#3 |
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Join Date: Nov 2009
Location: GMT-5
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Martial Arts page 60 has some rules.
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#4 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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When combat starts, everyone can roll Tactics or Soldier-4, on a success, you get an advantage on the combat, usually starting with cover, but the player can ask something else like starting near a window or behind a wall.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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#5 |
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Join Date: May 2009
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In my experience when a GM draws a map they give a lot of information that a character might only suspect not know for certain. A successful Tactics roll can avoid the tricks and traps the GM can spring on you due to this imperfect information.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
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#7 | ||
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Join Date: Aug 2004
Location: Udine, Italy
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Quote:
Quote:
Tactics works similarly. Suppose you roll 10 against a Tactics skill of 12. You are successful. Now suppose you come up with a very very bad tactical idea. The GM will warn you that, on second thought, that plan seems to have an evident flaw. Now what if you, the player, have a good tactical idea but you have failed your skill roll? That will depend on the group's gaming style and the GM's decisions. Some groups will not accept railroading (the GM forcing them to go along with a bad tactical plan). But then the GM has other ways. For instance, the plan was good but the execution is bungled. You do go around the building looking for the stairs, but as you do so, on the spur of the moment, you decide to fire a couple bursts for suppression fire at windows on the building's sides. Bad tactical implementation of a good tactical plan. Apart from that, look up the skill's description. Good ideas there. Last edited by Michele; 10-01-2013 at 05:19 AM. |
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#8 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Here are some rules citations. The ones marked with an asterisk (*) can be a lot like "I win!" buttons in many situations.
Advice (Dungeon Fantasy 2, p. 11): "If he listens, make your Tactics roll. The result affects all his attack and defense rolls that turn: +2 on a critical success, +1 on a success, -1 on a failure, or -2 on a critical failure."Like all skills, Tactics relies on the GM offering situations where it matters, and then remembering to use it. In my secret-agents campaign, it's one of the most rolled-against skills – basically, all ambushes and sudden armed contacts call for it, and so does any situation where a PC has to lead a small force or make a battle plan. As well, Per-based Tactics rolls are life-savers in situations where a PC who's moving under fire wants to guess where the enemy might have positioned snipers, antipersonnel devices, etc.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 |
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Banned
Join Date: Oct 2007
Location: Europe
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At the very least, it keeps the GM from bopping you painfully over the head for not roleplaying, if you play your character as tactically savvy during combat. Whenever he raises his hand, you can point to the high figure on your character sheet, e.g Tactics 16 or 18 or whatever, as justification for your roleplaying.
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#10 |
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Join Date: Sep 2007
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Note the similarity with social skills in the old debate about roleplaying versus the ability to play a character with skills you don't personally have. A character might be a brilliant tactician even if the player is not. In that case, you have to rely on relative dry mechanical rolls to make sure there aren't any lapses, just as you do if someone is trying to play the fast-talking face.
It's fun to look at a map and come up with clever assault plans. Fun for the players, that is. Their characters may or may not actually have the ability to do so, were we sticking to the character sheets. The Tactics skill means your character really does have this ability. The consequences have already been mentioned by others: - if the player has the ability, then adding Tactics makes sure it's appropriate for the character, so there's not a roleplaying conflct. - if the player doesn't have the ability, then adding Tactics gives you some mechanical assistance - a sort of military Common Sense so the GM will let you roll to avoid doing things he thinks are dumb - in the "roll with it" school, when all the players staring at the map think it's a great plan, the GM can make it so even if he thinks it's actually dumb, thanks to the Tactics skill - bonuses to gain or avoid surprise - a Perception skill for tactical matters such as placement of traps, strongpoints, lines of supply - a sort of social skill that lets you guess enemy plans |
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| Tags |
| gurps, naval, starship, tactics skill |
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