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Re: Rules Nugget (GURPS): What's a Miss?
Tue, 2008-01-15 13:40 — tboneAll sounds good, and I'm glad too that GURPS doesn't try to simulate each of those factors with every blow. (Though I wouldn't heap any special praise on the game for that; I'm not aware of an RPG that does fuss over the many ways to miss.)
Anyway, I also like the idea of not worrying about all that! Easiest to just not think about the details of a 'miss'.
But if we do consider the technicalities of a 'miss'... hmm, thinking it over, I have to say that in the end, I don't care to assume that one of a half-dozen inerpretations of 'miss' may have taken place. I prefer a really simple stance of "You hit or you flat-out miss; at the level of detail we're playing, the game doesn't consider more nuanced ways to 'miss'".
The reason is that some of the ways to 'miss' will conflict with other rules. Or, some of the ways to 'miss' are, IMO, already covered by other rules. Or some of the ways to 'miss' are just more detailed variants of the simple flat-out miss (in which case the description is fine!).
Let me take your list (which is good and interesting stuff!) and peer closely:
The point: I like the list, and fully support creative description of actions like that! But I personally like to limit the creative description to things that won't conflict with other rules.
"You struck from a little too far, and fell inches short of the target." No conflict with regular 'miss' mechanics there; sounds good!
"Okay, you've done Evaluate for two turns, and now take Deceptive Attack at -2 TH, -1 AD... You hit! You watched and really picked out an opening in his defenses." That sounds nice too; no conflicts that I see.
But: "You miss... Let's rule that you didn't find an opening, and didn't attack..." That just raises questions: "Opening? But he just did AOA; his defense should all be open!... And if I didn't attack, why can't my axe Parry now?... And if I didn't attack, why am I now vulnerable to his Riposte?..." And so on.
If there's conflict like the above, I'd prefer to either:
a) apply the description to other circumstances that don't conflict. (Example: Use the description of "you wait until you find an opening" for the Evaluate action); or
b) abandon the description, placing it on the infinite list of details that the simulation just doesn't support. (Example: Admit that the basic rules don't cover involuntary "you do nothing at all" hesitation; we should leave it out, or add it in if we want, with any required considerations so it matches the mechanics of "no attack".)
That makes things cleaner in the end, IMO – and there's still lots and lots of creative description, such as much of your list, that does play nicely with existing rules.
(I'm waxing a bit philosophic, as it's all one of those "principle of the thing" matters anyway. If you do allow, for example, the "hesitation" description, and selectively apply it only when there aren't any polearms or bullets or Ripostes or other conflicting rules in play, I think we agree that nothing's going to explode, and probably no players will even think to complain!)
Thanks for the interesting food for thought!