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Tactics: A New Old Approach
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garhkal
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PostPosted: Sun Sep 16, 2018 3:00 pm    Post subject: Reply with quote

IIRC a while ago i mentioned a 'spatial awareness' like advanced skill, that took over for rolling perception to determine initiative.. Perhaps your 'advanced' tactics could do the same.
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CRMcNeill
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PostPosted: Sun Sep 16, 2018 3:11 pm    Post subject: Reply with quote

garhkal wrote:
IIRC a while ago i mentioned a 'spatial awareness' like advanced skill, that took over for rolling perception to determine initiative.. Perhaps your 'advanced' tactics could do the same.

I did something similar for my Starfighter Combat System, but it was more oriented around getting a free Sensors / Perception check while in combat.

Do you have a link to yours?
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Whill
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PostPosted: Sun Sep 16, 2018 4:00 pm    Post subject: Reply with quote

CRMcNeill wrote:
As an expansion on the above concept, has anyone ever considered making Tactics an Advanced Skill?

Yes, I have considered it but decided against it. (Which some might find surprising since I have made other normal skills into advanced skills, like Astrogation and Forgery.) I do have (A) Engineering work in a similar way where it is general engineering that includes more mundane things like buildings and bridges, and it's specializations each have their own prerequisites.

I like your simple Tactics rules (anticipate and deceive) without it being an advanced skill. I'm ok with Tactics defaulting to Knowledge and having those options you listed as possible specializations. Since I already moved Intimidation and Willpower to Perception, I really don't want to devalue the base Knowledge attribute any further. The Command/Coordination benefit comes from Perception and the Tactics benefit comes from Knowledge.

garhkal wrote:
IIRC a while ago i mentioned a 'spatial awareness' like advanced skill, that took over for rolling perception to determine initiative.. Perhaps your 'advanced' tactics could do the same.

I have "Initiative" as a derived stat with a die code and a rank, and it includes the Tactics skill in the calculation. Check it out here.
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garhkal
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PostPosted: Mon Sep 17, 2018 2:33 am    Post subject: Reply with quote

CRMcNeill wrote:

Do you have a link to yours?


I am not seeing it on a search.. Maybe it was on the holonet... let me go look
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garhkal
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PostPosted: Mon Sep 17, 2018 2:36 am    Post subject: Reply with quote

Actually it was tactical awareness (not spatial)..

http://holonet.swrpgnetwork.com/showthread.php?4761-New-skills&highlight=awareness
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CRMcNeill
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PostPosted: Mon Sep 17, 2018 8:55 am    Post subject: Reply with quote

garhkal wrote:
Actually it was tactical awareness (not spatial)..

http://holonet.swrpgnetwork.com/showthread.php?4761-New-skills&highlight=awareness

Quoted from the Holonet for brevity's sake...
Quote:
Tactical awareness; This is treated likean advance skill, it costs 20CP to initially learn, and double CP to increase, but has no prerequisite skills. Once learnt, it can be used to roll for the player’s initiative instead of perception.
There are 3 subsets of this, which must be learnt separately. Space tactical awareness, Atmospheric tactical awareness and Ground tactical awareness. Where each is used is self- explanatory.
Specialties, NONE.

Interesting. Why separate space and atmosphere? Both are essentially 3D environments. I'd go more with Flying, Ground Vehicles and Characters.

And just make it an Advanced skill, with Sensors as the Prereq for the first two and Search for the character-scale one. The specific ability for the (A) Skill itself would be to make an Awareness roll as a free action every round, adding in any passive sensor dice from a ship or vehicle, or from a helmet-mounted sensor array (or something to that effect) for a character.
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CRMcNeill
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PostPosted: Mon Sep 17, 2018 9:49 am    Post subject: Reply with quote

The way I picture it, characters would primarily get to use Perception or Search passively only if they made no other normal actions that round. If they make any action that counts towards MAPs, they must also declare a continuing Perception/Search roll, which also counts towards MAPs.

In the case of an (A) Awareness skill, the Awareness dice would stack with the Search dice in the above, or be rolled on its own if the character doesn't declare an Active Search. It wouldn't have much of an effect at 1D or 2D, but like everything else, it gets more useful as skill level increases.
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garhkal
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PostPosted: Mon Sep 17, 2018 3:08 pm    Post subject: Reply with quote

CRMcNeill wrote:
Interesting. Why separate space and atmosphere? Both are essentially 3D environments. I'd go more with Flying, Ground Vehicles and Characters.


Initially it was looked at the 2 having different aspects (such as in atomsphere, one has not just the other ships, but the sun in your face, clouds etc) to worry about, while in space, generally you don't..

CRMcNeill wrote:

And just make it an Advanced skill, with Sensors as the Prereq for the first two and Search for the character-scale one. The specific ability for the (A) Skill itself would be to make an Awareness roll as a free action every round, adding in any passive sensor dice from a ship or vehicle, or from a helmet-mounted sensor array (or something to that effect) for a character.


Well, as i posted it way back when, it was still in it's infancy of thought/development, i have never completed it.
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CRMcNeill
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PostPosted: Mon Sep 17, 2018 3:34 pm    Post subject: Reply with quote

garhkal wrote:
Initially it was looked at the 2 having different aspects (such as in atomsphere, one has not just the other ships, but the sun in your face, clouds etc) to worry about, while in space, generally you don't..

The sun is still there in space (every space battle in the series has taken place near a planet, which necessitates a nearby star), as are other factors (debris fields, other ships, etc). This would be more appropriately handled by Difficulty modifiers than separate skills. After all, a starfighter pilot with 5D Awareness (Flight) isn't going to suddenly lose all those skills and instincts just because he flew into an atmosphere; it's just going to be a bit more difficult.

CRMcNeill wrote:
And just make it an Advanced skill, with Sensors as the Prereq for the first two and Search for the character-scale one. The specific ability for the (A) Skill itself would be to make an Awareness roll as a free action every round, adding in any passive sensor dice from a ship or vehicle, or from a helmet-mounted sensor array (or something to that effect) for a character.

I just double-checked, and this is exactly what I did for the Advanced Starfighter Combat system. Making similar skills for the surface vehicle and personal level would mostly be a matter of changing the vocabulary.
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