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#31 | |
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Join Date: Sep 2004
Location: Southeast NC
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#32 | |
Join Date: Nov 2005
Location: Midwest, USA
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But, this isn't a GURPS-specific flaw. It's a flaw with turn-based game play. Here's another issue with the turn-based game play. Imagine the adventure party is all walking down a narrow, three-foot-wide dungeon of death hallway. Knight's in front, then wizard with light spell, then thief-guy, then elven archer. (Of course, the problem with turn-based game play you've just discovered crops up here because the two highest Speed characters are in back.) In most scenarios, in reality they'd all be walking together, never more than a few feet apart or so. But, if they're doing this with Move maneuvers, that's not the case. At all. If the wizard's light only illuminates three hexes (hypothetically) and the Knight moves six, he's in darkness for some reason. "But we're all walking together; the wizard should be right behind me." In reality, that's the case, but not in turn-based game play. Some might point out that walking means moving one hex at a time and that's fine. I'm just using this as an example and that doesn't negate it. Imagine the group is jog/running at down the hall at their slowest member's Move. Maybe it's Move 5. Same thing. Now, if the knight goes first and he steps on a five-hex-wide pit trap that opens beneath him, and he's at the far edge, realistically, all of the adventurers should fall into it -- they're all running together! But, not when using Move maneuvers to game it out. The knight went first and moved five hexes forward, triggered the trap, and fell into the pit. Because it wasn't his "turn," the wizard doesn't run off the edge and there are four empty hexes between the knight and him. In reality, they all would have been in adjacent hexes and thus all would have fallen when the floor dropped out from under them. Another example. Good Guy halfling thief (Speed/Move 6.25) wants to throw a lever on the wall 6 hexes away. Bad Guy giant ogre (Speed/Move 6) is in an adjacent hex and knows Good Guy wants to pull the lever. He wants to capture Good Guy and gobble him up. In reality, Good Guy would make it maybe one or two hexes before Bad Guy would reach him. But, in turn-based play, Good Guy will take a Move maneuver and make it all the way to the switch, then Bad Guy will move to him. Imagine gaming out an American football game with miniatures on a hex battle mat. If someone on the defensive line had the highest Speed, he could just run right around the offensive line and sack the quarter back before anyone else moved. It's a little more complex than that, but you'll understand my point. There are a number of problems with turn-based play. I don't have the solution to them and I guess no one else does either as the few other systems I've played are all the same in this regard...
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#33 | ||||
Join Date: Apr 2007
Location: Ottawa, ON, CA
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So in your example, when combat begins all PCs are clustered together in the light. If the Knight then decides to go charging off into the darkness towards those half-seen orclike shapes, that's his problem. Quote:
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Wait solves MOST of the problems with turn-based combat. In fact, I've been playing GURPS since the release of 4th, and I can count on one hand the number of situations in which 'Use Wait with a trigger' hasn't been an adequate solution. Our group just happens to have found one of those times. |
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#34 |
Join Date: Aug 2004
Location: Buffalo, NY- the weak live elsewhere!
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P.B366, Under "Wait":
"Finally, you can use Wait to coordinate actions with slower friends." That's the entire paragraph. No qualifiers about specifying what you are waiting for, or what you will do. Nice, simple, common-sensical, even. |
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#35 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Knight: "I wait until the Wizards casts Turnabout, and then I attack the Monster in the back." That's precisely the sort of thing Wait is for. Yes, you must be specific about what you do, but I have done so. If the idea is to pull off that move, then Wait is a perfect fit.
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#36 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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There's numerous ways to do this, the simplest is to simply state that anyone can lower their initiative, no catch.
If you want to make it interesting, when the character's turn comes up, you can postpone it by rolling against tactics: -If you critically succeed you can specify your exact order in that round, provided it's after your normal initiative. -If you have a regular success, you can set your speed for initiative purposes, but ties are settled the normal way. - If you fail, you postpone too much, reduce 0.25 your target speed by point of failure. - If you critically fail, you loose your turn. |
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#37 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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I would add that when you specify the trigger and your action, you have the added bonus of being able to "interrupt" your foe. E.g. You could perform your declared action after a foe takes step, but before he attacks. When you simply choose to act later in the sequence, you do not have this option.
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#38 | ||
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Speed 7.25 Knight: "I Wait until the wizard casts Roundabout, and then hit the monster in the back." Speed 7 Scout: "I shoot the monster in the eye. It dies." Speed 6 Wizard: "Well, the thing I was planning to cast Roundabout on is dead... I'll cast a Missile spell and get ready to throw it at the enemy over there next turn." Knight: "...well, now my turn is wasted. Thanks, Scout." Bad teamwork? Sure. But should it really result in the Knight losing his turn (instead of being allowed to Move, or take some other useful maneuver since he no longer has an enemy in front of him)? Quote:
At the end of the day, it really makes sense to me that you can simply delay your turn until an ally acts, then take your maneuver. I don't have a problem with it, fundamentally - it's probably what we're going to do in our group. It just seems to me like it's an odd hole in the rules. |
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#39 |
Join Date: Jul 2008
Location: Nowhere, MI
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The knight didn't lose his turn. He spent his turn readying himself for a particular event that didn't occur, why should he get "backsies" because the plan didn't play out as expected?
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#40 | |
Join Date: Sep 2004
Location: Earth
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In thinking about it, in a one second round, it sort of would make sense not being able to change your action because the situation changes so fast. Coming from other systems with longer rounds, you sort of expect that you have time to change your action in a round. It will be interesting to see how this works out in discussion, it may have me altering the way I run combats...
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Tags |
kromm answer, kromm explanation, wait |
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