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Old 02-11-2011, 05:34 PM
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helbent4 helbent4 is offline
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Group,

I think a good way of running Tactics would be a bonus to Initiative (if using Last Battle/First Clash, Rivering/Mega-combat/Miniatures rules), CUF/Init. for v1/v2/v2.2 rules, per Paul's suggestion.

Additionally, it would be nice for the GM to give some sort of tactical insight in a natural manner. Players can be naturally adverse to accepting such advice if it conflicts with what they think is best.

Instead of the GM simply telling the players the "best" course by some means, take it or leave it, a Tactics roll of some kind might instead allow insight into the enemy or opposing force. Either physical dispositions, numbers, armaments, locations, even goals or weaknesses. That way it's still up to the players to decide the best course, without the perception of having it spoon-fed to them.

Tony
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Old 02-12-2011, 07:05 PM
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Legbreaker Legbreaker is offline
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Quote:
Originally Posted by helbent4 View Post
...a Tactics roll of some kind might instead allow insight into the enemy or opposing force. Either physical dispositions, numbers, armaments, locations, even goals or weaknesses.
I think that is the best course to follow in almost all situations. Tactics isn't just about knowing a large rock is a better bullet shield than a plywood wall, it includes (in my mind) effective recce, applying gathered intel properly, etc.

Hmm, could even have subskills - Tactics: gridiron, Tactics: icehockey, Tactics: chess, etc
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