Quote:
Originally Posted by D10
Rules aside, I have always played and GMed with steping and waiting being allowed and I think it makes the game better.
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D10, as GURPS has a lot of rules interactions, I do my best for avoiding house rules. At least to me, they proved tricky in my past experience.
I think that, after some research, the step in the Wait maneuver may not be necessary after all. In the case of the Tactical Shooting example, it seems to solve itself.
You do not enter into combat mode in this case, at least not with whoever is waiting for you. So, the rules say that if you give cautious side steps, you are entitled to a Perception Quick contest with whoever is on the other side of the corner. If he has taken Wait maneuver, he has the upper hand. The disadvantage of a Move and Attack maneuver here is obvious, because you get -2 in the Perception roll and the worse of -2 and the Bulk in the Attack roll.
In the case of closing in a foe, the only solution I see is Evaluating him from, say, five yards, and then approach taking Step and Evaluate (keeping the bonus of +3). If he tries to go around, you Move and Attack, and have an adjusted skill of 9, his back towards you. But this is not enough...