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 gathered after a long hiatus, mostly caused by real tragedy in +Erik Tenkar. We all wake the the same dream. Skeletons, charging a village called Aberton, a skeletal foot crushing a signpost. Hmm. No cleric. Crap. This will end badly, and we just woke up. +Peter V. Dell’Orto and I both have a vision of a…
Purchased and played Pandemic with my wife last night. Interesting game. I like the cooperative aspect, so that was cool. She drew the Scientist, I drew the Quarantine Specialist. That was something that was harder to keep track of, and I know that I could have foiled a few outbreaks that I forgot. We had…
This is a very quick version of session notes from last week’s game, but I was in Malaysia. So, without further ado, nor editing, here’s a recap. I’ll edit this out into something more prose-like over time. Dramatis Personae Arc Light (Christian) – battlsuited gadgeteer with electrical powers The Rat Queen (Emily) – brick with…
Here was a bit cut out of the upcoming GURPS: Technical Grappling. There are several reasons. It’s a grappling book, not a striking book I was using Size Modifier as a direct proxy for height. That’s wrong. First See Rule #1. I also found this excised portion of the rules terribly complicated, and we ditched…
We had the first school game night over at my daughter’s school. Attendance was light but dedicated. There were four adults and five children. We wound up playing for five hours, with various games being explored. Games played Munchkin Treasure Hunt: Easily picked up by all comers, and my 5.5yo explained the rules to everyone….
This post has a temporal shift. The link that inspired the post happened a month ago. Then I returned to it. Interesting what a month brings . . . ******* There’s a reason I follow Jeffro’s blog, since his post here crystallized something I’ve been toying with for a while. In GURPS, if you’re attacked, you…
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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.