[TML] First Session CT Questions
Leon Wu
Leon.Wu at newswire.ca
Fri Nov 2 08:38:07 MDT 2007
> -----Original Message-----
> From: tml-bounces at travellercentral.com [mailto:tml-
> bounces at travellercentral.com] On Behalf Of Keith Grant
> Sent: Thursday, November 01, 2007 10:12 PM
> To: tml at travellercentral.com
> Subject: Re: [TML] First Session CT Questions
>
> <<snip>>
> I've never used Tactics for determining initiative,
> since I stick to treating combat as simultaneous. It
> does affect surprise, as well as having an effect on
> the morale of NPC hirelings.
>
> I also use the skill to dole out information. Things
> like guessing at how fast the enemy will be able to
> react to a particular maneuver, or judging which units
> might be about to break.
For another sci-fi RPG I ran years ago I used the tactics skill in a
similar vein. When the players were preparing to attack an enemy base, I
would ask them their overall game plan then total their tactics skill
versus their opponents in an opposed roll. If the players won they'd
gain extra insight or an advantage in the attack, if they lost I plop an
extra impediment in the middle of their game plan reflecting better
planning by the bad guys.
e.g. Players are planning on infiltrating an enemy base to rescue the
patron. It's in the wilderness with wire fencing, barbed wire and
watchtowers. PC's plan on using a gulley to get close to the base and in
the blind spot of one of the towers and cut through the wire. If they
win their tactics roll they find a gap in the fencing (giant mutant
rabbit burrow) or find one of the towers is unmanned. If they lose the
roll, then they find the baddies have put a sentry at the gully exit.
Not the end of the world but they'll have to do some extra work to get
around him.
Leon
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