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.
“In war, three-quarters turns on personal character and relations; the balance of manpower and materials counts only for the remaining quarter.”– Napoleon Bonaparte (Observations on Spanish Affairs, Aug 27, 1808) Napoleon’s quote is stolen here for a reason, but mostly as a jumping off point. The mightiest weapons and the most efficient logistics train mean…
This build is supposed to be identical to the Champion from yesterday, but with the Battle Master variant of the fighter instead of the Champion. The Battle Master’s schtick is “superiority dice,” of which you get four at 6th level, that can be spent on combat maneuvers. Many of these maneuvers are badass. Most of…
Thursday is GURPSDay, and a conversation on the Forums about modeling on-the-range use of Guns got me thinking about something. I suspect that it will cause a few issues when the rubber meets the road, but I also kind of like the general concepts. Right now, there are three flavors of fighting skills. The Combat version,…
In my interview with +Sean Punch, he threw down a challenge (or that’s how I took it) to have a panel of fellow authors on with him. I took him up on that, and arranged for as many as seven authors – those who appear most frequently in Pyramid – to appear with me, discussing Pyramid…
I’ve seen stuff like this before, with men in full harness climbing stairs and doing some basic gymnastics. It does make me think that the DEX penalties for wearing certain types of armor, especially very, very expensive and tailored plate harness, are overstated. I wonder if, instead of a maximum DEX bonus for Medium armor…
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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.