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#11 |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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I've been monkeying around with high Tactics skill allowing a PC to see the combat die rolls for their foes. E.g. They see their foe roll a 14 and I say "He misses you."; they can make of that information what they will.
Additionally, as their Tactics skill improves, they get access to more combat maneuvers. I.e. Someone with no or low Tactics skill does not have access to the entire gamut of combat maneuvers/options available in GURPS: Martial Arts. |
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#12 |
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Join Date: Dec 2009
Location: Rostov-on-Don, Russia
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That is absolutely wrong. Tactics is about squad control, not individual combat. If you want some skill to grant access to certain maneuvers, it should be weapon skill (MA already got this, BTW).
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#13 | |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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Quote:
I do still like the idea of only allowing characters with high Tactics skill to see their opponents die rolls. |
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#14 |
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Join Date: Dec 2006
Location: Meifumado
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Sorry, but is there a difference between personal combat and individual combat?
__________________
Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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#15 |
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Join Date: Sep 2006
Location: Toronto, Canada
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I allow my players to make a Per based Tactics roll to gain a little information about their opponents, but I don't get too specific - general skill level, whether they're being aggressive or defensive, a comment about their visible equipment, etc. I allow Knowlege rolls if the foe is something unusual and there may be abilities, strenghts and/or weaknesses the character could be aware of.
On occasion, I allow an IQ based roll to give the player a game mechanics explanation or suggestion, when I think that the player may not see a tactical opportunity that the character might have. I do this for two reasons: 1) most of my players are not yet all that familiar with the combat rules, and 2) sometimes I feel the layout on the battle map plus my description of events may not have gotten across clearly. If someone takes a Concentrate maneuver and makes a Per check specifically to assess the combat situation, I get a bit more generous with the information if they succeed. One of my players is quite fond of doing this. Otherwise, I allow the rolls above during any maneuver unless the character is actually stunned. I also use the rule from MA regarding Evaluate maneuvers reducing penalties from Deceptive Attack and successful Feints. |
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#16 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
Personal Combat: You, personally, are involved in fighting and taking ground alongside a team. It contrasts with fighting via proxy, such as by leading from the rear, calling in artillery, etc., and with fighting alone. That is, you may use Tactics when you're fighting in a small unit, even if you aren't the leader. Individual Combat: Single combat – you vs. him, mano a mano. It contrasts with fighting in a group. That is, you may not use Tactics when your side consists of you and only you as leader and sole combatant. Tactics covers group combat. It works whenever you have to coordinate others and whenever you want to better place yourself alongside others. In individual combat, though, your "tactics" skill is your weapon skill. This difference explains why the leadership training of sergeants and junior officers doesn't let them win shooting and hand-to-hand competitions automatically, and why crack shots and star hand-to-hand combat fighters don't get promoted to sergeant and beyond so they can lead their friends to victory.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#17 | ||
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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Quote:
EDIT: According to Kromm's post above (which I missed at the time), vsh was correct: personal combat and individual combat are different. Last edited by Captain Joy; 02-04-2010 at 01:01 PM. Reason: Missed Kromm's post on the matter. |
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#18 | |
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Join Date: Nov 2006
Location: Heartland, U.S.A.
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Quote:
"In personal combat, you may make a Tactics roll before the fight begins if you had any time to prepare. On a success, you start the fight in an advantageous position....If you fail...you are in a random location when combat begins. Fighters without Tactics skill always start combat in this way." So, when (by myself) I prepare for a fight against a single foe and I have Tactics skill, do I use my weapon skill instead of Tactics? If I don't have Tactics skill, am I allowed to use my weapon skill to prepare? "Even in an ambush or similar "surprise" situation, the GM will use the better of your Tactics skill and your Perception to see if you spotted the danger in time." So, if a single foe attempts to ambush (by myself) me, my only option is Perception? I.e. Tactics skill for such things as being able to "start the fight in an advantageous position" and ambush spotting is of no use if the potential combat will be between two isolated individual? Kromm, I can't believe I'm having trouble with your interpretation of Tactics skill, given that you are a god and I am your humble servant. I am cowering here at my keyboard waiting for lighting to strike me down. Seriously, I fear I'm not getting the Tactics skill right and it's something my gaming group makes use of. I appreciate any enlightenment on the matter. |
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