Evaluate as Feint
+Jason Packer posted a worthy GURPS 301 post about one of our favorite topics, the Evaluate maneuver.
+Jason Packer posted a worthy GURPS 301 post about one of our favorite topics, the Evaluate maneuver.
We picked up in media res again. GM: +Nathan Joy Players: +Mark Langsdorf , +Theodore Briggs , +Kevin Smyth , Bruno, and +Douglas Cole . This is the Jade Regent Adventure Path done in GURPS, and I’m quoting liberally from descriptions that the GM almost certainly pasted verbatim into the chat windows of the adventure. So: Spoiler Alerts! Many mooks were having some…
This isn’t a rules suggestion – at least not yet. I was just thinking that with a focus on multiple attribute dependency, embracing the strategy that characters will need to have multiple high stats to get the most out of any particular role, you could provide some useful and fun differentiation in . . ….
Print at last! Print at last! Gaming Ballistic is pleased to offer Dungeon Grappling as a premium, print-on-demand version for those that want a physical product. I was nervous about this, but DriveThruRPG has the costs well understood, so I feel that using them to deliver a physical product is low risk to both backers…
Grappling in Pathfinder and D&D5 is what you might call “condition-based.” If you hit with the appropriate attack, you’re “grappled,” and wackiness can ensue. I even speculated about how you might take the conditions already present in the D&D Basic Rules and give more flavor to grappling in that game. I’d love to expand on…
Yesterday’s post on Armor as Dice generated more commentary than any content-related post I’ve had in a while. So booyah, that’s good. Lively discussion and all that. However, +Jason Packer asked a question that echoed (and contrasted with) another poster’s comment about ensuring that you just subtract armor from damage and, if this is greater than zero,…
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I consider the way the skill dependency works to be a bad thing for feint, and thus also a bad thing for evaluate — I would prefer setup maneuvers to be most useful for inferior skill.
I actually like Evaluate as Wait: you Wait for a specific trigger event by your chosen target (typically
'he moves within reach'), and if it does not occur by your next turn, you get a +1.
I definitely think that does a nice job of making Wait even more valuable, but it still leaves Evaluate as used when you're already engaged out in the cold compared to attacking at every opportunity.
I agree that it needs to be beneficial to the middling fighter, but could be unnecessary or even counterproductive (in terms of net damage dealing) to the experienced fighter.
My experience is that the way you do 'pause to evaluate' while in combat is that you do *not* do it while engaged — you disengage first, and rather than re-engaging, you pause.
Seems valid. How do you model that, and as an effective choice with mechanical benefit, in GURPS?
I put the idea up on my blog a few months ago, just throwing it out there. Maybe I should have explored it more.
Evaluate as a Per-based Feint? I think the idea has merit.