08-17-2022, 01:35 PM | #21 |
Join Date: Jun 2013
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Re: Should Waiting permanently change your place in the turn sequence?
Wanting to have Interrupts and the like was honestly a big part of me designing a few Initiative systems, but they... really didn't work out very well. Your suggestion is more workable, but would certainly need playtesting (and may overstate the advantage of higher Basic Speed, at least when two characters are close together).
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08-18-2022, 07:40 PM | #22 | |
Join Date: Apr 2022
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Re: Should Waiting permanently change your place in the turn sequence?
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Also, would interrupts reset? If this is meant to be fair...wouldn't the faster characters interrupt every time? slowpoke moves, fastpoke interrupts and gives slowpoke a good whack slowpokes move goes on, but fastpoke being faster also probably has the better defenses (at least dodge wise) and has an edge there. Then fastpoke gets to attack, and slowpoke perhaps to defend, already possibly on a backleg. And then on a new turn fastpoke interrupts slowpoke again, with the perfect counter to whatever slowpoke is doing. That said, I like this system in tactical games like jagged alliance...but that's also controlled by an AI and is more opaque. |
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08-19-2022, 08:26 AM | #23 | ||||||
Join Date: Sep 2011
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Re: Should Waiting permanently change your place in the turn sequence?
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Faster characters are always able to interrupt, they are after all faster, but it doesn't necessarily follow that they always will interrupt. As in the example above, there's something to be said for letting events unfold naturally, so that the character really is reacting to the greatest/most immediate threat for this turn. Quote:
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It wasn't clear, but the Interrupt is just that, an Interrupt. As soon as fastpoke makes his attack, if that's the response he chooses, slowpoke picks up from where he was interrupted. A DX roll, or perhaps a (DX+HT)/2 or even (DX+Per)/2 roll, might permit slowpoke to react quickly enough to changed circumstances to alter his declared action, for example, moving to close the distance between him and fastpoke that opened when fastpoke sidestepped to the rear in anticipation of slowpoke's attack, or trying to parry fastpoke's feint rather than ignoring it to All-Out Attack as originally planned. Quote:
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08-23-2022, 10:24 PM | #24 | ||
Join Date: Jun 2018
Location: The Wired
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Re: Should Waiting permanently change your place in the turn sequence?
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Maybe an AOD could clear your defense penalties early as a side benefit. Quote:
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04-13-2023, 12:44 PM | #25 | |
Join Date: Jan 2008
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Re: Should Waiting permanently change your place in the turn sequence?
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A: I'll wait for C to step within 1 yard of me, and then I'll do a Committed Attack, which gives me an extra step (4 yards total because I have Move 11), to step directly behind him, and then stab him between the shoulder blades in a runaround attack. C: I Step and Attack A. GM: he steps around you and stabs you. [Die rolls] A's runaround attack hits but you Dodge it. C: Can I turn around and stab A? GM: no, you've already used your step. But you can attack D. C: [rolls] 3 points of damage. That's the end of my turn. A: since I'm starting in C's rear, I do a Telegraphic Attack to his skull and it's a true rear attack--he cannot defend without Peripheral Vision or Double Jointed. C: [sigh] I guess I'm dead, but go ahead and roll the dice. Maybe there will be a miracle... |
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04-13-2023, 12:59 PM | #26 |
Join Date: Jan 2014
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Re: Should Waiting permanently change your place in the turn sequence?
Couldn't C retreat after A's first attack to adjust facing and/or get space?
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04-13-2023, 01:17 PM | #27 | |
Join Date: Jan 2008
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Re: Should Waiting permanently change your place in the turn sequence?
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The point is that getting to act twice in a row lets A bypass C's defenses in a way that is fixed by adjusting initiative order after the Wait. C should have a turn before A gets another turn. Last edited by sjmdw45; 04-13-2023 at 01:20 PM. |
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04-13-2023, 01:30 PM | #28 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Should Waiting permanently change your place in the turn sequence?
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I'm not 100% sure that the problem with the described course of events is the skipping of the turn, as opposed to some other issue with waits and run-around attacks.
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04-13-2023, 02:09 PM | #29 |
Join Date: Jan 2008
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Re: Should Waiting permanently change your place in the turn sequence?
Can you think of a way to break rear/runaround attacks via Wait, if the target gets another turn between your Wait and your next turn?
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04-13-2023, 02:09 PM | #30 | |
Join Date: Jun 2013
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Re: Should Waiting permanently change your place in the turn sequence?
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But I think this is a wider issue with movement from a Wait (which should really make it harder to pull off the Wait if you have to move significantly before you can act, but I think that discussion was in another thread) and its interaction with GURPS' Facing rules. The GURPS rules assume that typically you'll have a chance to turn and face a foe who gets into your back hex (unless you're unable due to having Decreased Time Rate, being bound such that you can't turn around, etc, but then someone being able to take advantage of that makes sense), so exploiting Wait to get around that is certainly going to cause issues. You could also have a weird situation where someone gets hit with a knockback effect just before their turn and winds up in your back hex, where no amount of changes to the rules for Wait is going to prevent them from getting a free backstab on you. I'd say in a situation where someone gets to start their turn in someone's back hex due to such oddities of the turn sequence rather than the typical backstab situations, treat the attack as a Runaround Attack. So your example of someone using Wait->Committed Attack instead means the attacker does a Runaround Attack when their Wait triggers, and then when their turn comes up they get to do another Runaround Attack. That's still advantageous for them, but it's not the automatic "I win" button it would be otherwise.
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