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#1 |
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Join Date: Jul 2008
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As of Tactical Shooting (p21), it's RAW, though he didn't mention that if the ambusher looses badly enough the surprise can be the other way.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#2 | |
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Join Date: Jan 2008
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1. I find it very hard to believe that the Ambushers may be surprised, UNLESS a monster/alien that they were NOT expecting is part of the group they are trying to ambush. 2. Even without Combat Reflexes, if you are searching for another group and expect a fight could happen at anytime, then I still don't think you are going to freeze, unless again something crazy like a monster/alien is part of the group that is ambushing your team. |
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#3 | ||
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Join Date: Aug 2007
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Also note time-scale. Even in a prepared position, you're not going to be set up unless you've spotted a potential target, and you're spotting point could be quite far away. This gives several minutes from set-up to execution where you want the target to move along a particular path. If they don't then you're ambush isn't going to work so well. In other words in isn't a case of roll when they enter ambush zone, but roll when you set up. I think you're assuming that the roll is made when the targets enter the ambush zone, which I think is far too late as that is not a fair point. A fair point would the point where two opposing squads of equal skill have a 50/50 chance of it going either way. That is not the point where a target is about to enter you're ambush zone. Quote:
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#4 | |||
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Join Date: Jul 2008
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Mental Stun isn't freezing. For an intelligent creature with combat reflexes, it generally means 'you need to take 1 second to get a handle on what's going on here'. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 03-27-2011 at 11:31 AM. |
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#5 | |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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EDIT: page number typo corrected. Last edited by jeff_wilson; 03-28-2011 at 01:04 AM. |
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#6 |
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Join Date: Jul 2008
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You mean 393, I think, but other than that you're quite right. I'm not sure how I managed to misread that the way I did.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#7 | ||
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Join Date: Apr 2005
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Mind you, the ambushees wining the contest by that much likely represents them seeing the ambushers before the ambush is started. Suddenly coming under heavy fire when you're expecting to be the one ambushing is certainly enough of a drastic change in plans to warrant surprise. Quote:
That said, a group that is actively hunting down another group and expecting contact at any moment seems like it would likely be in the Focused (Orange) state of alertness. Individuals moving and taking Wait maneuvers to cover potential threats. For the game mechanics, situational awareness is reduced due to focusing on individual points of potential threat, but as a result, if that threat does present itself where expected, the individual covering it is immune to partial surprise (And with a Wait, can immediately shoot at it). This should hopefully give the rest of the team time to overcome the moment of mental stun as they take in the new threat. (At least, that's how my reading of the Tactical Shooting rules goes. I really like them!) |
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#8 | ||
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Join Date: May 2008
Location: CA
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#9 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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The source of confusion seems to be that you adjudicated how the situation would unfold before you ever rolled the dice, in your mind at least. You had the lead merc walk in as if he had already fallen for an ambush, and only then did you roll for it. There's nothing wrong with assessing surprise to one side or the other on the basis of what the players say the PCs are doing and what you've decided the NPCs would do – that's a big part of roleplaying, and one of many things that differentiates RPGs from war games! But that mode of adjudication has an either/or relationship with rolling dice for the situation. You don't do both.
Imagine talking out the interaction between a punk and an action hero for a dozen lines of dialogue, during which time you roleplay the punk as backing down, using submissive language, and so forth. Then the hero rolls Intimidation vs. the punk's Will . . . and loses badly. Would you have the punk suddenly not be scared? Well, no – as the GM, you've already decided that he'd be scared and you've portrayed things that way. You've sent the player the message, "You roleplayed this encounter so well that, since you have the right skills, I'm giving this one to you." It would be a *** to roll the dice and have the punk laugh it off. Consider an attempt to avoid guards. The players tell you their strategy and you let the PCs keep moving in, getting past guards, and apparently succeeding. Then, when they're at the objective, you have them roll Stealth vs. Perception . . . and they lose badly. Would you retcon the whole situation to have the guards cut them off? Hopefully not – as the GM, you've already decided that the plan for getting in would work and you've portrayed things that way. You've sent the players the message, "You planned your approach so well that, since you have the right skills, I'm giving this one to you." It would be cheap to roll the dice and turn the tables. The case at hand is no different. If you were going to roll, you should've done so before the mercs ever stepped inside. If they had won and sent somebody in anyway, it would've been to distract from a counter-ambush. And then yes, the heroes could definitely have been surprised! While they were bunched up and hiding blind behind the bar, focused on one guy, the other two could've been doing anything. It's radical, but if these mercs were huge badasses, the man at the bar might've strapped on a second vest borrowed from one of his pals, done some coke, and been ready to get shot for the cause. When he didn't go down and the gunfire had deafened the PCs to the shots coming in the windows from the sides, the PCs would realize they'd been had. GURPS generally assumes this process when PCs face NPCs:
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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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#10 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Incidentally, surprise in real life is rather subjective to begin with. It's mostly a state-of-mind issue. It's quite possible to be surprised by a state of mind that you didn't account for.
In the example at hand, even if you have the mercs walk in before rolling dice, there are valid ways for you to interpret victory on their part in a manner that would grant them the element of surprise. A very good roll might mean extreme mental preparation: They had an SOP for trouble at the bar, and as soon as the lead man walked in and spotted the fake bartender, he subtly took his safety off, went to Condition Orange, dropped a hand, and gave the trouble sign to his pals, behind him and out of the fake bartender's line of sight. The other two, obscured from the fake bartender's sight by their lead man, also went Orange, got ready, and stepped to either side. All three were savvy enough to know that nobody jumps three men by himself, and picked mental aim points behind or through the bar. And since the mercs won by lots, they did this so subtly that the only PC who could catch on missed it . . . and his allies were hiding behind a bar, unable to clue in. Then an instant before the lead PC could signal, bring up his SMG, whatever, the mercs seized the initiative, blasting the bar and everybody behind it big-time. Here, the PCs didn't account for the mercs being suspicious types with an SOP for the bar, or being in Condition Orange, or having weapons ready in a way that didn't look ready, or being willing to shoot first and ask questions later. Meanwhile, the mercs saw the obvious fake and were ready for the state of mind of the sort of guy who'd stand out in the open to distract from an ambush. When the gears engaged, the mercs were out of the gate 1/10 of a second sooner, whereupon the noise and flash and confusion of being shot at suppressed the PCs for the second or so necessary to get dead. That's actually a lot more realistic than you might think! What it comes down to is that if you never want to see that outcome – for the PCs to be out-guessed or run into somebody frostier than them and get shot, bad – then don't make surprise a dice roll. No ambush is airtight. There's always the small chance that your rabbit is a wolf, or that your "victim" is taking a calculated risk to lure you out. There's even a chance that you could make a noise or flinch in a way that gives away the game, and your target is wired and goes off faster than you expected. You can stack the deck by giving the PCs big bonuses for good planning, but if you roll, then you have to accept that they could lose horribly. If you're 100% sure that they couldn't lose, then don't roll in the first place; just go with the 1-2-6 method I outlined above.
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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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