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#22 | |
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Join Date: Dec 2010
Location: Seattle
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Quote:
So the "default" action should be something like Attack Torso, or Wait (if there's no one immediately at hand to attack). Reserve "Do Nothing" for players who are obstinate enough to refuse a productive and balanced default option. ---- I will say this: what I did for my difficult player (with the "have me do something useful" type of action when he couldn't think of something better) was this: I'd have him evaluate the situation looking to use skills he possessed (Hidden Lore, Tactics, and Thaumatology in particular). I'd roll vs. Per-5 for him in secret, adding +1 for each turn. On a success, I'd make an appropriate roll. The margin of success would affect the quality of the suggestion I gave him, with a crit revealing something that only *I* knew was going to happen. This was a case of a player who would panic under pressure (he once had a character die because he cast yet another fire spell literally one round AFTER the bad guy had laughed in his face and told him that he had prepared for fire spells). Even his screwing off was a part of this -- he was blowing off nervous energy. Yet he was playing thoughtful characters. I used this mechanism to give him the ability to play a character with mental attributes he himself lacked. It ended up working in the end.
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Seven Kingdoms, MH (as yet unnamed), and my "pick-up" DF game war stories, characters, and other ruminations can be found here. Last edited by ULFGARD; 01-10-2012 at 02:38 PM. |
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| Tags |
| combat rules, gurps |
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