08-26-2014, 02:55 PM | #1 | ||||||||||
Join Date: Jul 2008
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Wait conditions and Maneuvers
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It is broad. It is certainly broad. I would contest that there is nothing whatsoever wrong with a broad Wait condition. Quote:
Given that maneuvers are visible, you could have a page-long Wait condition composed primarily of in-character descriptions of every possible maneuver coupled together with 'or's. Or we could replace all of that with a single word. Quote:
I would be slightly apologetic about the phrasing if not for the involvement of ATR, which does things to the Maneuver sequence and its (already strained) relation to the hypothetical in-game timeline that are almost impossible to interface with in non-technical language.
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08-26-2014, 03:10 PM | #2 | ||||
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Location: Ventura CA
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Re: Wait conditions and Maneuvers
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In a real fight, it's reasonable to try to do something specific to counter some anticipated move by your opponent. I don't think it's reasonable to attempt anything in response to anything your opponent does, in anything like a reactive sense, other than what doing it on your own turn already represents. At least in my experience of fisticuffs, armed sparring, and firefights. Quote:
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08-26-2014, 03:43 PM | #3 | |||
Join Date: Jul 2008
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Re: Wait conditions and Maneuvers
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Broad conditions are ones that apply to a lot of different potential phenomena. Say, 'if I see anything move'. Perfectly good Wait condition. Quite likely to go off if anything even vaguely interesting happens. Of course, by taking it you commit to action when it is fulfilled, even if your action is 'I shoot it' and the trigger turns out to be your friend. (Yes, there's a special rule for waiting to shoot stuff that would add a massive penalty to this, for some reason. Not the point.) Quote:
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EDIT: In fact, I wouldn't allow the two ifs, probably. I don't think Wait authorizes even that much flexibility. Well, that's where I get extra unapologetic on account of ATR being involved, because turns with ATR are hilariously unlike any reasonable abstraction of continuous time and simultaneous action.
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08-26-2014, 04:00 PM | #4 | ||||
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Re: Wait conditions and Maneuvers
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08-26-2014, 04:20 PM | #5 | ||||
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Re: Wait conditions and Maneuvers
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Obviously, the point of the exercise in the 'when' rather than the 'if'. But then, that's the purpose of Wait in general. If you weren't trying to hit a particular point in the sequence, you'd either act immediately or act next turn. Quote:
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Let me give you a out-of-game-sequence view of what I see going on here, by the way... A character with ATR gets through actions in slices of a second that take normal people the full second, or close to it. So you have to keep the pressure on at a higher frequency than you do regular people to keep them honest. To that end, you have a bunch of people engaging in staggered attacks such that the ATR-user never has too much of a break. I'm pretty sure the approach I outlined is literally the only way the rules permit doing this, thanks to ATR bunching up all your maneuvers into one lump. That said, I also think 'X takes a Maneuver' is a perfectly reasonable Wait trigger in general.
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08-26-2014, 04:34 PM | #6 | ||||
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Re: Wait conditions and Maneuvers
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08-26-2014, 04:58 PM | #7 | ||||
Join Date: Jul 2008
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Re: Wait conditions and Maneuvers
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I also don't think it's meta at all. Quote:
...Or what, again, is your point here? Quote:
It's not relevant if your point is to establish that there's no chance the Wait will not trigger. There actually is, because the trigger actually needs to be in terms of perceptible things...so if for some reason the PC can't perceive the ATR character, they won't be able to trigger. But generally speaking, yes, that Wait is going to trigger. Quote:
Wait gives you the incredible privilege of acting later than you otherwise would. In a way that you have to specify pretty narrowly ahead of time. And you're not allowed some of the actions you'd normally be able to take besides. This is supposed to be so powerful that you're also required to make sure there's a risk of your action not coming up at all? I don't see it, and the rules don't say anything of the sort either. In fact, the rules rather suggest that you don't have to pick speculative Wait conditions. Basic mentions using Wait to coordinate with slower friends. And Tactical Shooting talks about Wait "allowing faster teammembers to move after slower ones when that would be convenient". When enhanced with the Battle Drills perk to permit Move or Move and Attack maneuvers, but Battle Drills doesn't change permitted Wait triggers at all.
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08-26-2014, 05:14 PM | #8 | |
Join Date: Jul 2008
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Re: Wait conditions and Maneuvers
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"When somebody takes a Maneuver" is not a trigger for all purposes. In fact, it's nearly useless, since it goes off as soon as the next character in sequence starts their maneuver. "When somebody takes a Maneuver that I don't like" would be awesome, sure, since you get to decide on the spot whether or not you like any given Maneuver someone takes. However, it's blatantly illegal and totally irrelevant. Are you only allowed to do any free actions on your own turn?
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08-26-2014, 05:16 PM | #9 | ||||||||||
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Re: Wait conditions and Maneuvers
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Last edited by sir_pudding; 08-26-2014 at 05:21 PM. |
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08-26-2014, 05:21 PM | #10 | |||
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Re: Wait conditions and Maneuvers
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Last edited by sir_pudding; 08-26-2014 at 05:36 PM. |
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