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.
A while back, I asked for help on choosing arcane traditions for the Wizard for the Dragon Heresy RPG. I created four schools of magic – doors, essences, might, and mischief, which are themselves combinations of two of the spell types from SRD5.1. Since the game’s launching zone is Norse-flavored, the schools are flavored by futhark runes,…
I tossed this up on the SJG Forums as part of a discussion on the role of the GM in gaming. So I figured I’d share here as well. There’s nothing terribly profound, I think, that hasn’t been said repeatedly over the last 40 years. WHAT IS ROLEPLAYING No game would be complete without an…
Like most seminars, this one was a bit of a blur. Not the least of which reason was that I’m new staff for Asfolk. Asfolk? It’s a group that is one of several that attempts to rediscover, train, and teach what is basically a lost martial arts style – that of the Vikings of roughly…
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 total mayhem. Ahem. Sorry. But Alternate Dungeons takes this and attempts to come at you sideways. I strongly suspect, given…
Peter posted a note on who’s doing play reports on Dungeon Fantasy games. In the comments section, +Mark Langsdorf notes that my play reports for +Nathan Joy‘s Jade Regent game were sporadic. +Peter V. Dell’Orto noted that he mostly saw me posting on Pathfinder, which I play with +Jeromy French and others. I thought about that, and came to a conclusion on…
Comments are closed.
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.