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Re: Team Tactics



The skill has never been very clearly defined, but I'll give it a
swing (flaming replys welcome)

The tactics skill can be used to abort or change actions during a
round once actions have been locked in.  The number of dice required
varies on the complexity of the change.  For example simply stopping
an action and doing nothing is a 1 die check, changing to a slightly
different action (I was going to attach enemy #1 now I am going to
attach enemy #2, both of which were already within melee
range...obviously now can not use sword skill because I used the
melee skill) changing to a significantly different action (I was
going to cast a spell now I am going to quick draw my sword and
swing) is a 3 die check, relaying information to other party members
during the round for them to act on during that round is a 3 die
check.  These checks can be modified based on other people in the
party having the tactics skill or the familiarity/lack of
familiarity members of the party have with one another in combat
situations.


Just my attempt at defining a skill that several GMs have run in
slightly different ways.


-Kris

PS Lyle the reason we kept giving examples of why it was necessary
is because in your last post you were still calling it a crock. 
Also Elesina was resurrected under Dan and I retired her.  She had
no desire to adventure any more because the world was full of Ass
Holes.


----------
> From: Lyle H Janney <lhjanney@adpc.purdue.edu>
> To: AQ Moderators List (orig) (E-mail) <gmlist@cioe.com>
> Subject: RE: Team Tactics
> Date: Friday, August 21, 1998 10:47 AM
> 
> Okay, good.  We're starting to see a lot of real good detailed
_examples_,
> but I have yet to see a detailed description of the skill (i.e.,
the mechanics
> of its use).  Was Dan presented a full write-up to which he gave
the nod,
> has it always been ill-defined mechanically, or is the reality of
its definition
> somewhere in between?  Describing a skill in terms of its effect
doesn't do
> me any good when I'm sitting up there trying to figure out how
many dice
> Kris should roll to keep Elesina (was she brought back?  if so,
how?) from
> turning her erstwhile compatriots into so many crispy fried
chickens.  I need
> mechanics here, not examples (though, mind you, the examples have
been
> pretty decent reading; thank you).
> 
> Lyle
> 
> -----Original Message-----
> From:	Greg Mowczko [SMTP:mooch@ns1.cioe.com]
> Sent:	Friday, August 21, 1998 10:14 AM
> To:	gmlist@cioe.com; kris@cioe.com
> Subject:	Re: Team Tactics
> 
> Along with Rob's "body language" insight combine that with Kris's
> verbal cues. If I have been in many a combat with Elesina and as
> I start my run towards a group of people I hear her starting to
> cast fireball I think I'll redirect myself and hope that I stop
> far enough out to not get hit by this incoming fireball. Or
likewise
> I and 5 others run into a group of 6 people and Elesina who begins
> casting sees this can't she stop casting? Obviously she sees that
> we all are going for her targets and becoming incidental targets
as
> well. She just stops casting ( probalby by saying "fuck they're in
> the way now" instead of continuing "oogada bogida" ).
> 
> This is something I would only let occur if people made their 
> tactics check. Its the fact that in four seconds we as real people
> can change our minds. Watch a baseball game when there is a pop
fly
> and two players start towards the balls destination. Sometimes
they
> collide ( failed tactics ) sometimes one stops and the other
catches
> the ball ( successfull tactics for at least one ) and sometimes
they
> both stop to let the other catch ( failed tactics ). In game
terms:
> 
> Team A: has initiative
> 	Pitcher throws the ball.
> Team B:
> 	batter swings ( hit but screws his "home run" skill )
> Initiative:
> Team B: Player on first stays put seeing it is going to be caught
> 	but moves a little just in case
> 	Batter runs
> Team A:
> 	Shortstop locked in action catch the ball
> 	2nd Baseman locked in action catch the ball
> GM has them roll tactics and they make it and catch the ball
> 
> And yes Lyle usually someone will say "got it" but you have a
locked
> in action and you can't change your action in the middle of a
round.
> And what if they both say got it? Someone has to give in.
> 
> > From: "Kris Ames" <kris@cioe.com>
> > Date: Fri, 21 Aug 1998 09:44:24 -0500
> >
> > Another reason was also eluded to by someone else (I think Rob).

> > Basically during the informational questions stage after all
> > "situation type questions have been asked" their conceivable
could
> > be another informational questions of "character body language".
 I
> > mean if I see a fire mage "staring at a nice circular group of
> > people and poised to raise their hands"  my character would take
> > this to mean that they might be contemplating a fire ball and
> > running up to that group of people to melee would be a bad idea.

> > This second round a questions would take forever and be a real
pain
> > in the Arse to judicate.  It would have to be a second round
because
> > characters might have no way of knowing what they were going to
do
> > until the GM has stated what the "enemy" and surroundings look
like.
> >
> > In reality people can change actions in mid stream (just like
Steve
> > said).  I mean if I am starting to walk across the street and I
hear
> > Greg shout STOP!!! I can stop (all in under 4 seconds).  The
tactics
> > skill is just a short cut and allows a little bit more reality
into
> > the situation without bogging down combat rounds.
> >
> > Also by programmed actions being barred by Dan, I think everyone
> > means that I can't say to Dan "Anytime I see the fire mage raise
his
> > hands like so, I will not charge up to a group of people for
melee
> > even if that was my stated and locked in action"  or anytime I
see
> > another player running toward a wall that I am within 10 feet of
I
> > will change my locked in action to become a kneel with a cupped
hand
> > (I.E. set up to boost them over the wall). 
> >
>