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#11 | ||
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Join Date: Aug 2004
Location: Udine, Italy
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Quote:
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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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#12 |
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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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#13 |
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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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#14 | |
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Join Date: Sep 2004
Location: Southeast NC
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#15 |
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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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#16 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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The same basic idea holds here: If the GM springs all combat encounters on the PCs fully realized, with both sides magically transported to engagement distance on an open plain with no planning allowed, then Tactics is worthless. The skill assumes that violence is often precluded by seconds, minutes, hours, even days of planning and maneuvering, and that even when it occurs without warning, the side that forms up first, identifies threats, and moves toward the more defensible terrain is going to do better. Tactics is most accurately a pre-combat skill, and thus only valuable if combat usually follows some level of planning and organization. I've definitely gamed in campaigns where all encounters amounted to "Suddenly, you're fighting 43 orcs!", and there, I'd never bother with points in Tactics . . . and, if that was everything that happened there, I'd leave out points in Diplomacy, Leadership, and Savoir-Faire, too.
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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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| Tags |
| gurps, naval, starship, tactics skill |
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