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.
OK, we jump right back in, waking up in Phandelver with the town still intact, and us heading out to Tain via Highgarden Manor. We look to see if we could bring a few fast riders, that we could dispatch in case we need to send a “LOOK OUT, VIOLENCE” warning back to Phandelver. We…
Used +Roll20 to run my test playtest, and it was my first time to do this as GM. It took me about 3-4 hours to generate a random dungeon using the donjon generator, edit the monsters so that they were thematically more unified (all from the very useful list of Hill Monsters from the DMG or Monster…
I got some fast and valuable comments yesterday on the post on initiative and the OODA loop that I want to tackle in the harsh light of day, so to speak As always, the commenter’s thoughts are indented, purple, and italicized. Also note that alternate initiative concepts have been done before. +Christopher R. Rice did one on…
I finally return to Pyr#3/72 (after Pyr#3/73 is already out!) to finish up my review of this issue, Alternate Dungeons. This is an issue that could be a lot of fun. Dungeon Fantasy is full of entertaining tropes, some used for amusement, some for simplification, and some for the one true purpose of absolute and…
The Reloading Press is an at-least-weekly feature here on Gaming Ballistic for 2016. Each week it looks at some interesting real-world cartridges and presents them with hopefully-useful information in GURPS Format. .22 LR/5.6x15mmR The .22 LR was designed just shy of 1890, as a modification – or at least inspired by – the Flobert BB…
For today’s GURPS-Day and GURPS 101 segment, we continue with the basic stats, this time with IQ and its derived abilities, Perception and Willpower. Many, if not all, of the comments made about the value of DX are true for IQ. They both have two derived abilities, and both of those are 5 points each….
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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.