Quote:
Originally Posted by sir_pudding
Ah-hah! In GURPS there is no "round" or "global turn" as in many other games, so that movement is during your own turn, and critically Wait doesn't reset your sequence (unlike say Pathfinder's Delay and Ready Actions which do change your Initiative). Is that what's confusing you?
This is totally fine as a house rule! This is what I will be using in THe Blight Years (for example):
"Step and Wait: You may take a Step when Waiting. This replaces any movement from the triggered action (so it’s pointless to trigger a Move or Move and Attack)."
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It does sounds misleading.
There is no global round, that is fine. So, there is my turn, which is kind of divided in two parts when I take Wait maneuver: a first Do nothing part (which doesn't allow any movement as well), which kind of freezes my turn, and a second part, the chosen maneuver itself, that I'm entitled to continue as the triggered part of the maneuver.
But it is not stated anywhere, barring suggestions here and there, as in p. 385, that I can take a step in the "Do nothing" part of my turn.
In 3.4.2.22 "Is weapon reach important when Waiting?" there is a whole discussion
here about the changes that took place from 3rd. edition, but none of it mentions the movement part, what may suggest that it slipped through everyone during the revising process.
Anyway, as far as I can see, this house rule is necessary.