12-15-2016, 12:24 AM | #101 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Wait maneuver issues
OK I found one of the examples you gave that I hadn't seen
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The person taking a 'Wait' is changing up the flow of combat to do that as in "I'm going to risk holding back now in order to get in later and hit twice". Giving their opponent a chance to take the initiative (hitting when they weren't due to, or also taking a 'Wait'). The other thing here is we keep setting this situation up with the Wait happening at the beginning of the combat and pointing out it gives two goes in row i.e ABAB becomes BAAB when 'A' takes a wait, 'A' gets two attacks in a row but what if 'A' does that mid way through a combat? Then 'B' will also get two goes in row i.e BABA becomes BBAA More importantly 'B' gets their double go before 'A', 'A' might be in no shape to enjoy their double go having gifted 'B' theirs! (such is the risk of taking a wait) Although TBF at least 'A' won't get repeated parry penalties as their parry will have refreshed when they decided to Wait after 'B's first go. Quote:
In fact I'd say the wait here is not a great move, it allows the (BS6) enemy a chance to remove heir biggest disadvantage (being outnumbered 2-to-1) by attacking the (BS5) wizard without having to defend first against the faster (BS7) fighter. Even if he can't actually hit the wizard (say the wizard is sensibly hanging back using the fighter as a meat shield) he still gets a go at improving his situation because he's be given the initiative he would normally not get*, given he's outnumbered and one of his foes is faster than him. He'll be taking two hits in row anyway even without Wait being involved as the sequence will normally be: (BS7.F)(BS6.E)(BS5.W)(BS7.F)(BS6.E)(BS5.W)(BS7.F)(BS6.E)(BS5.W) That said it depends on what the wizard is going to do. If he's going hit him with an explosive fireball, than yeah you want your fighter to follow up, not go first! Or say the wizard is going to do something that reduces the enemies ability to defend against the fighter (e.g send him to sleep, blind or paralysis him etc). But well wizard's introduce a wealth of variables! *Which TBF you do point out in your post! Last edited by Tomsdad; 12-15-2016 at 01:04 AM. |
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12-15-2016, 01:10 AM | #102 |
Join Date: Jan 2010
Location: Brighton
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Re: Wait maneuver issues
In general I think a lot of the issues cited about 'Wait' become most apparent when you look in terms of only one or two exchanges (an exchange being everyone involved have one go). But as you extend your view out to more exchanges and have more people involved the less impact it has.
Of course how relevant that is will depend on how long your combats are (but very short combats suggests a significant advantage in play anyway) Last edited by Tomsdad; 12-15-2016 at 01:25 AM. |
12-15-2016, 01:41 AM | #103 | ||
Join Date: Jul 2008
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Re: Wait maneuver issues
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To be fair, A does get constrained as to what they can do with their first action by the limitations of the Wait, so there is that. Quote:
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12-15-2016, 03:47 AM | #104 |
Join Date: Jun 2006
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Re: Wait maneuver issues
Do they? This may be where part of my difference of opinion is coming from now that you point it out. I've always assumed they refresh at the *end* of your turn, which you haven't gotten to until the Wait triggers. Conversely when your Wait triggers because of something B does, it *interrupts* B's turn, it doesn't *follow* it. His defenses haven't refreshed yet either, so you still face the same ones he would have had if you'd acted on your normal turn, and they do refresh at the end of his turn, which means your "second turn in a row" faces the new set for whatever his maneuver choice was. I can see how doing it the other way does provide a lot more advantage to A, but I don't think that's how it's intended to play. You may still be able get multiple attacks in one set of B's defenses if you trigger on something other than B's actions, but it's harder to engineer.
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12-15-2016, 04:14 AM | #105 | |
Join Date: Jul 2008
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Re: Wait maneuver issues
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The idea that Wait makes your turn end at a completely different point, possibly pushing it back all the way to the start of your next turn (if the Wait never goes off) seems completely ridiculous though.
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12-15-2016, 04:45 AM | #106 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Wait maneuver issues
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All that's true, but there's also the point that your still giving up the advantage to let the other person go first. The cleverest wait strategy in the world is still going to look a bit silly if in the meantime the other chap stabs you in the face. In any remotely equal fight having an active opponent free to act is always a risk (which is why the most effective 'Wait' strategies are the ones where you weren't in direct danger anyway. e.g the mounted warrior starting out of range, or the chaps piling up behind a corner in the OP) As to 'B' not knowing he's going to get two in a row it's true, but I find a lot of my combatants are relying on stringing two things together anyway (e.g set up & attack, or feint & attack) so while their choices won't be made with foreknowledge they won't have, they still get the benefit. There's also the issue that in these discussions the people doing these things always seem to be fighting opponents who conveniently act in a way to make the point being made. IME "in the wild" these examples are not ubiquitous! However all this said I suspect different perspectives on this will be informed by what goes on in our individual games, and thus how 'major' those advantages you mention play out as being. Quote:
I'm running a C11th v.low fantasy campaign, with (in GURPS terms) low Strength and skills that rarely exceed 16-18. (Which is also why many rely on two manoeuvre tactics as mentioned above). ST10-12, DR5 mail, big shields, high shield skill and shield wall tactics = quite often several exchanges. Now you might argue that constitutes defence being buffed out of proportion to attack, but really I consider that a pretty un-fantastical depiction of C11th tactics, and well in real life people's overriding motivation was not to be killed Last edited by Tomsdad; 12-15-2016 at 07:25 AM. |
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12-15-2016, 09:50 AM | #107 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Wait maneuver issues
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From Campaigns, p. 363: A given participant’s turn is the one-second period that stretches from when he chooses a maneuver until his next opportunity to select a maneuver. This overlaps the turns of other characters.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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12-15-2016, 10:00 AM | #108 | |
Join Date: Jun 2006
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Re: Wait maneuver issues
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-- MA Lloyd |
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12-15-2016, 12:42 PM | #109 | |||||
Join Date: Jul 2008
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Re: Wait maneuver issues
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...Though if you do do that for whatever reason, your target performing a Wait to arrange a double-action will let you follow through on the setup. So there's that. It's certainly not a choice for every possible circumstance. (Using the Wait this way also practically guarantees that the target has an opportunity to escape you, since they can react to your Wait by moving away.) Quote:
...Though I might suggest that people should pack maces and grappling moves. Quote:
I must, however, disagree with RyanW: end of turn is a point with some rules significance (recovery from Stun, at a minimum, and I guess also Shock) and it isn't the same as the start of your next turn: Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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12-15-2016, 01:01 PM | #110 | ||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Wait maneuver issues
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In DF I've seen multiple instances of Wait being used effectively in coordinating fighters and casters. The double-attack thing comes up occasionally as an annoying side effect. It can turn the tide in a battle, so it's not insignificant, but most battles don't feature many Waits. |
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