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#30 | ||
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Join Date: Jul 2008
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Quote:
Because it's very hard to justify the latter with 'do nothing is tactically powerful'. It's easier to justify them other ways, though I don't have a model for why they'd start and stop at any given moment. (One way to partially justify them tactically under GURPS rules, but potentially a weird gamey one, is that retreat is powerful. If one fighter starts giving ground, retreating and using their step to retreat further, the other can't force the engagement to continue without fighting at a significant handicap - either using more aggressive maneuvers to keep up or using their retreat as a less-effective forward slip. Consequently, either fighter wanting to start a lull in melee can strongly pressure their opponent to grant it. This is, of course, opposite to the popular 'momentum' model.) Aside, what about the 'situation' are you supposed to be 'assessing'? In a duel, there's very little to assess and if you wanted to do so, your opponent would seem motivated to not let you. In a complex melee battle there's loads to assess, but nothing but sheer chance to create the opening where nobody's currently attacking you. (In a prolonged gunfight, of course, being in total or near-total cover gives you limited visibility but a good possibility of taking a time out.) Quote:
Street fights, on the other hand, are a really big place you would expect lulls, because in a forceful intimidation match (which is the base state of animal fights where neither party is planning to eat the other) you have to give the other party a chance to fold!
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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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| Tags |
| combat, damage resistance, telegraphic attack |
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