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 pick up immediately after a fireball and a command to cease fighting. They ask which of us in charge, and we muddle. We decide that the paladin has the most moral authority, Keyar the arrow-happy elf is the most decisive, and Carmina tries to keep us from getting killed a lot. They tell us…
Looks like things are getting more interesting. Geoffrey Fagan made some notes on Social Traits in GURPS, with three more parts on the way (to appear weekly). Also, Roger Bell-West has started a blog of his own, and has penned an article on Rapid Fire and Shotguns in GURPS 4th edition. Responding to both! Social Traits…
One of the oft-discussed and frequently derided rules of thumb is the GURPS rule for travel: Move x 10 miles per day.Now, that CAN be done, but it’s rather unlikely. But . . . if you take the slowest party Member’s Move, and roll (roughly) half-again that many dice, that accomplishes the same thing.So a…
Image from Geek&Sundry Article. Pretty cool, actually. Geek & Sundry just published a piece on RPGs that aren’t D&D. The author, Jessica Fisher, paints a brief picture of four game systems that aren’t the 800-lb gorilla of the RPG world: D&D in its various incarnations. Interestingly enough, Ms. Fisher notes that she got her start…
+Aaron McLin made a comment on my previous post noting that if you actually have (say) a plane of elemental evil, where evil is a real, tangible thing, then working through the “they don’t think it’s evil” thing doesn’t work. From the comment feed on G+ Tabletop RPGs: That, I think, depends on how you want…
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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.