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#71 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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If the Waiter on the receiving end of slicing the pie knows exactly what's going on and what to expect - and more importantly exactly when to expect it - it's possible he should get a larger advantage on that initial QC. But if he just knows someone might come around the corner at some random time in the future, then the slicer and he are in the same boat - looking at a partially revealed target skirting the corner, back from the wall, both looking for trouble. I think a cascading contest of Per is the right thing here.
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#72 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#73 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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You need to accept something: the rule was written with the option for Step and Wait allowed. We vetted with with Sean - or rather, HANS vetted this with Sean in the draft process and gave him permission to add the step. The unfortunate thing for clarity and framing the debate is that (as I mention in my blog post) the allowance of this seems to be implicit rather than explicit. Second, the -2 (or higher if you like; I considered -2 for movement AND -2 for a sort of pop-up attack for -4 to the QC , but that seemed overly harsh) provides for the movement. I'd suggest walking through this scanario on a tactical map and looking for just how little exposed extra map there is on each step as the pie is sliced. As to the "but steppenwait is the only thing that will ever be used!" question: well, that's fine with me. There are turn-order artifacts that step and wait fixes that exist in the RAW, so it's really a matter of taste. One thing that wouuld be interesting, but I'm not sure if it'd be a good idea, would be to allow the Wait-and-Aim guy to add his Acc to the Perception roll, or maybe Acc-2, min 0. That gives a mechanical advantage to the guy who chooses the frozen Wait. Thing is, I'm not sure if that works in reality-ville.Does using an Acc 5 rifle give you an advatage over a PPQ with Acc 2 or 3 in your ability to detect a target coming around a corner? I'd think not. Alternately, frozen Wait couuld perhaps claim a bonus to the Per contest of up to +3 for repeated Evaluates, which would make the net QC delta 5ve points - enough that you will really need/want to be a truly expert room-clearing guy to win that.
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#74 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#75 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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The second part of this is that Sean and the other authors do not write rules for mindless automatons and in a way where every case is always explicitly covered, consistent with ever other book ever written regardless of scenrario, and accounting for all possible contrived edge cases. Step and Wait allows for movign slowly and deliberately through an area, covering a line or arc. It prevents artifacts like another combatant being able to sneak through your line because your "turn" happened to end at a particular arbitrary moment in time, allowing a rules exploit. It allows an extra couple of Quick Contests that might currently be a bit too much in favor of the attacker, which there are now two suggestions on how to fix: a blanket -2 penalty to the stepper, and up to +3 Evaluate bonus for the stationary participant.
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#76 | |
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Join Date: Jun 2013
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Regarding pie-slicing, if it's a contrived edge case, then it's an edge case that Hans devoted over 400 words to contriving. If you're referring to the non-slicing implications of steppenwait, Vicky quoted some design logic about the shift from 3e to 4e that make clear that, in fact, the potential of steppenwait to privilege skill over preparation had been judged and found undesirable. |
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#77 |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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I always just let my players spend Wildcard points on a failure if they engaged a bad target while forgoing a wait.
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#78 | ||
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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What seems to be missing is simply a notion that the attacker steps and if a target presents itself, he shoots. If not, he stands ready in case a target does present itself before his next artificially descretized action. In game terms, you take a Step and Attack, which turns into a Wait if there ain't no one to shoot...or a Step and Wait, which instantly transitions to an attack if there's a target to hand. Either would work with a little GM elbow grease, and Kromm noted that the Step and Wait is the solution discussed with Hans. The fact that you're revealing so little of the room at a time, and that both parties in the Step-and-Wait vs. Wait will more or less at the same time see each other coming in about the same slice of vision means that even though normally a Wait is privileged over the incoming action, both mechanics and verisimilitude suggest that a contest of Per-based skills (including Per-based Per) is a good way to execute this. The mindless automaton comment is directed at a way of looking at rules as if they're the whole of everything, and if any interpretation or fuzziness is encountered, that's a problem with the rules as always being not explicit enough. GURPS is always stated to have a strong Rule Zero leaning, despite the mountains of guidelines written (and I've written my share), one must always remember that rules are guidelines, and also that different solutions appeal to different people. Langy and Ulzgoroth, for example, shrugged this off a while back and said "it's fine as-is, or take a -2, who cares?" more or less. Since I devoted four hours and 3,500 words to the issue, I think we're in agreement that more clarity is useful in this case, and I tried to provide it - at least according to my own sensibilties. The contrived edge case is that the assumption for the Waiting character is a degree of assumed omniscience and focus on his part that doesn't comport with how these pie-slicing events go down. Especially when they go down as conducted by experts. Quote:
Finally, we have now spent over 60 posts on a 2-year-old thread because a quibble was brought up that despite every other case in GURPS where the maneuver is what it is, and movement is just an integral and analog part of it, an arbitrary assumption was made in the necro itself that the Step and the Wait are distinct and sequential only in this case. So yeah, if I seem a bit exasperated that many solutions have been offered by willing interlocutors and the only feedback is "yeah, well THIS other rule on p. XX is a problem, what are YOU going to do to fix it for me?" I plead guilty. So I'm out, having offered a solution to the problem.
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#79 | |||
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Join Date: Jan 2010
Location: Brighton
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Still not sure how any of that truly limits wait then step attack over wait and step then attack. However as I said before I think Wait is one of those rules we all see a bit differently because of the it's inbuilt (and necessary) ambiguity. Quote:
To be honest I think you looking for the platonic ideal of balanced in abstract, but ignoring how all this works in play where contest is king. Neither do I see how your point is relevant to my point that yes you might end up swapping some Attack and wait, for Step & wait and Wait, but that doesn't remove tactical choice. I agree with you point that adding another compromise manoeuvre will mean basic attack will probably be less widely used, but that's like saying MA adding defensive attack and committed attacks made normal attack less widely used. I.e I'm sure it's true, but I'm not sure it's a problem. Quote:
It's rather different for main battle rifles in TL5+ vs. standard helmets and armour. Have you played much WW2 era stuff? or put it this way no one's going to bother slicing the pie for a guy standing in the middle of the room with an axe, well not unless it's a very, very, small room anyway Last edited by Tomsdad; 12-08-2014 at 01:39 AM. |
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#80 |
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Join Date: Sep 2014
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I somewhat digress from Slicing the Pie, but I'd like to bring an EXAMPLE in favour of Step-and-Wait.
Cyberpunk Julie Electrica's turn has begun. She's absolutely sure (possibly one of her mates told her via radio and then passed out) that her enemy, Ripperjack, is going to rush inside the room unless she will shoot him (it doesn't matter why it's so important for her - any GM can invent hundred reasons). She has Move 6, so she can't reach Ripperjack on her turn with Move and Attack. If she takes any other maneuver, Rippejack, who's Move is 7, will run into the room unharmed. She can't "cover" the doorway from her current position, so she needs to move 1 yard in order to assume shooting position. Sure, a player who plays Julie Electrica could announce "I step and Attack after I hear that Ripperjack gets near the doorway", but it's doesn't look very sensible - overwatching implies vision, not hearing. Julie Electrica will use her eyes to shoot after all. Also hearing can fail more easily, while having the enemy in a plain sight is a better option. So, what she's gonna do? Of course, Step and Wait! Because if Julie can hear Ripperjack (*triggered*), step and shoot him, why on earth she shouldn't be able to step, see Ripperjack (*triggered*) and shoot him? Also Aim allows a step, but realistically stepping and aiming isn't that different from stepping and waiting - generally, you just step and point your gun in a designated direction. If one can Aim and Wait (B390), why shouldn't there be a Step? Sure, Aim won't bring benefits anyway if shooter won't be aiming for at least one full second, but that doesn't change the matter. Here Kromm spoke well about using movement portion of declared reaction during Wait maneuver (before reaction is triggered - if it will ever be triggered). And not only Step, but also Move/2 for AoA. There is no problem if characters use Step and Wait (or even Move and Wait) all the time - that is what gunfighters do when they move in a hostile environment. This matter has been discussed in the aforementioned thread as well. |
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