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 my review of Action 2, the gift that keeps on giving, I noted that there were several frameworks for thinking through things in a structured way. One was Assess, Analyze, Act, and Avoid. I decided to apply that to the Aeon campaign, and specifically to The Commander, my 1,300-point (or so) super-soldier. What does…
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This is an article-by-article review of Pyramid #3/57: Gunplay. While I don’t usually do this, the subject matter of this issue is just what this blog ordered, and even if one of my own articles is in it, I really think every article, and nearly every word, of this issue is worth reading. So, a series…
The Violent Revolution continues! Perhaps even more important to how a roleplaying game resolves whether or not a fighter strikes home at his foe is how his opponent reacts when struck. I’ve been reading +Jon Peterson‘s “Playing at the World” recently, a densely packed and quite informative history of games, gaming, and (most specifically) Dungeons and…
I was at GenCon’s 50th Anniversary this past week, and I had the honor of observing the first of Gaming Ballistic’s Dungeon Grappling demo games, and playing in the second. Here are my thoughts, for those that are considering its use: Summary It’s not as scary as you probably think. Qualification I have 20+ years…
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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.