+Peter V. Dell’Orto has an interesting note today about the challenges of the Retreat defensive option when using mapless combat. It’s worth a read.
I was intrigued by the option of just always giving people the benefit of increased defenses, the +1 for retreating for a parry/block, or the +3 for Dodge (or parry when using Karate, Judo, and Boxing).
Doing this will slow the game down, because there will be fewer hits and more trading of blows. Of course, I wrote The Last Gasp explicitly to slow the game down – or at least encourage pauses between frantic bits of action.
Rereading my own work, I really like the idea of boosting basic “I’m standing there” defenses so that that “whoever attacks first is likely to win” flavor is diminished. In fact, one of the concepts that has been floating around for a bit is “Fully Enabled Defense,” which has you roll against full skill (or really, Skill-4) for defenses. One potential downside about that (which as Tbone notes is also present in every other contest or test of skill in GURPS other than those rolled vs half-skill, like parries) is that above Skill-14, defenses go up fast.
Which brings me back to Evaluate. If you have naturally high defenses just by standing there, then some sort of Evaluate mechanic will be required before you start swinging.
In my suggestion to make effect rolls for Evaluate you’d want to double them (use swing instead of thrust) if using FEND type full defenses.
In any case, I think the base concept of increasing defenses at least for the first blow in a fight makes some sense, and for mapless combat, higher defenses also make sense since the players and foes will always take care to optimize their actions, and there’s little that’s obvious to stop them.
Leveraging Tactics to back someone into a wall or on to difficult terrain would make a good alternate play here, too.
In any case, I like effect rolls, and I like the concept that you can start with higher defenses, but also with more opportunities to lower those defenses.
Setup Attacks are a deliberate opportunity to throw a blow that causes an opening. Treating Evaluate as an attack would allow “seeing what’s open” and then throwing an immediate attack as well at -6 to each while retaining defenses (or you can just Feint and Attack, if you don’t wish to retain defenses, or Feint, and then Attack, if you don’t mind taking two turns).
Based on my work with On Target, I’d probably not make the default of the Evaluate Per-based anymore, or allow DX or Per, which ever is better, for Evaluates. Looking for an opening is such a basic part of fighting that I’m not sure Per would be the right call here.
Peter’s comments about higher defenses in general are intriguing
I don’t necessarily care for a reasonably skilled warrior having a 50% chance (ish) to avoid an attack. Skill-12 is Parry-10 with a retreat. AoD, however, pushes this to Parry-12, for 75% effectiveness. That suggests something to me. again more later.
Defenses are on the rapid part of the bell curve in general. They tend to range from 7 to 11 for many characters, so small swings have big results. This probably makes for good games
Evaluate and target searching, either on attack or defense, is underutilized.
I like effect rolls, and I think bringing one into the Evaluate sequence would be a good way to increase the usage of that maneuver – it works very well in play for Aim, and it should have an equal impact for melee.
So I think there’s something here, but the Skill/2 type defense exists for a reason and has survived 30 years of play and playtest. I don’t think that’s just sacred cowishness.