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.
I’m playing in +Rob Conley Majestic Wilderlands campaign, using D&D 5th edition as the ruleset. I’m playing a Paladin of 4th level, following Oath of Devotion. The character background and full writeup can be found here. I’ve got six spell slots plus Sanctuary and Protection from Evil/Good which are Oath abilities and therefore always prepared. What…
I’ve set myself the task of writing a few alternate injury/wounding systems for games I play. I’ve got a good idea for one of them, but I’m struggling with a few things. The first is that I cannot occupy my usual writing environs. I find it difficult to sit at my desk and write and…
Thursday is GURPSDay, and below you can find the blog activity from the last seven days. Over the last week, there have been 54 GURPS-Related posts from our list of 37 blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every…
Thursday is GURPSDay, and I’m back from the Far East, mostly recovered, with “hardly any” jet lag. Over the last week, as of 7:20pm CST, there have been 46 GURPS-Related posts from our list of 38 blogs that have popped up on the radar screen. Not every blog posts about GURPS every week, but some are…
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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.