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#1 |
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Join Date: Jan 2011
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"This is a hoary old complaint applied to pretty much every game, any time anyone comes up with houserules. (Oddly enough, such semantics-chopping seems restricted to RPGs: I don't think I've ever heard anyone question whether variant table rules meant the card players weren't playing poker any more.)
Now leaving aside that some of us came up in the era where EVERYONE houseruled, and no one but rookies played OD&D RAW, my eternal answer is that stipulating so, so what? Me not being a player at your table, it doesn't affect me one tiny little degree what rules your group does or does not use, or what labels you do or do not slap on your games. Neither do my houserules affect you in the slightest degree. I call the game I play GURPS. If, upon looking at my list of houserules, you decide that's too variant for you, that's cool: you do you. I've yet to hear a good reason for anyone to care. " Yep, I'm from the OD&D era myself. And in my experience, houserules made it way harder to go from game to game because everyone did things differently. It wasn't the best system, though obviously we survived and kept playing. I comment because, as this is a forum, we're supposed to comment and discuss; not thinking an idea is great is as valid as loving it, as long as discourse is civil. You can absolutely do whatever you want at your table, and yes, this is a very good system for tinkering. I was just musing "how much does it change before it isn't the original game?" But to each their own - this is just my 2 cents' worth. I don't want to derail the OPs thread any further. |
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#2 | |
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Join Date: Jan 2008
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If someone has to bite the bullet and Move or Move and Attack or All Out Attack to get into distance, that seems okay to me as a GM even if it triggers a Wait-and-attack. Disarming attacks on a weapon are another way to break that stalemate under GURPS rules. Or you could withdraw a few steps and switch weapons, or manipulate the environment (close doors), attempt intimidation or social manipulation or even (gasp!) parley for surrender, rather than violence. Therefore I let the whole Wait complete including the step, per rules as written, instead of trying to hold the step until later somehow. IME allowing players to have lulls in the violence without being tactically punished for it is nothing but good for roleplay. Last edited by sjmdw45; 07-27-2023 at 02:08 PM. |
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#3 | ||
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Join Date: Jun 2022
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It's better handled with Lulls out of Martial Arts pg 134 or Last Gasp if you want to "force realistic lulls". Just let the PCs make Tactics rolls or something during the lull to represent taking Evaluates or being in a "better position" when the lull ends, or for their enemy or themselves breaking the 'wait cycle' first. Quote:
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#4 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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So we two combatants with identical weapons, 'A' and 'B'. A is advancing and the 'B' retreating at the same speed, and somehow A is inside weapon range of B while never getting B inside their weapon range. It's one thing for someone to be skipping out of range by stepping backwards and Retreating as required, forcing the other guy to make move-and-attacks (because if you step back and then Retreat you've moved two yards away, forcing the attacker to do more than a step - assuming the attacker isn't very fast), and risking getting hit if the dice go badly for them. It's another for someone to be able to do this risk free and get to attack the 'attacker' as well! And back to the OP's revised order of declaration: It makes this even worse, because someone can force an opponent into this situation even if they didn't intend it if a player's wording is a bit imprecise. On the other hand, faster characters have to declare 'holds' before seeing what everyone is doing, so intelligent players will just avoid characters with such Holds. Meanwhile, if understand things right, a slower character with such a Hold doesn't actually get to have the action held until their turn, so they can't usefully hold an action unless they roll over into the next turn - and even then, they'll simply be avoided as normal. Holds only work if players and GMs are very good at compartmentalising 'player knowledge' away from 'character knowledge' in a system where full declarations are made at the beginning of each turn. Personally, having played in many games with 'everyone declares, then all is resolved', I find them quite annoying when playing a slow character, because of lost actions. It's bad enough when you see all your opportunities to do useful things pre-empted in a game like GURPS, but it's even worse when you have to declare and pray what you do decide to do doesn't turn into 'I stand there, flummoxed, as the faster combatants make me look like a fool'. By the way, this also raises the value of Speed, and thus of DX (and also HT, but that's usually not seen as such an issue) which is already seen as the uber-stat for combat.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 07-28-2023 at 01:04 AM. |
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#5 | |
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Join Date: Aug 2004
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#6 | |||
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Join Date: Jul 2023
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And I think running will do no good - you only move backward at half speed, or need to spend movement points to turn around, so this can only help if you're much faster than your opponent, otherwise he can chase you. Still, we're discussing an ideal position when two combatants face each other without interventions or some circumstances, or have no other means to get at the opponent other than with melee weapons. |
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#7 | |
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Join Date: Nov 2024
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