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Old 04-05-06, 12:09 PM   #1
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Proposal - New Rule: Masterful Tactics

This is an excerpt from the Mastermind's Manual page 35. I use this option in my games.

MASTERFUL TACTICS
The Knowledge (tactics) skill is largely a background skill in M&M:
concerned primarily with theory, but providing no direct in-game
benefits. Gamemasters who wish to beef up the skill can apply one
or both of the following options.
First, characters can make a Knowledge (tactics) check in place of a
Stealth or related skill check to set up an attempt to surprise opponents
in combat (see Surprise in Chapter 8 of M&M). Likewise, characters
can substitute a Knowledge skill check for the Notice or Sense Motive
check needed to detect an ambush or to avoid a feint in combat.
Second, the GM can allow a Knowledge (tactics) skill check to
substitute for the Intelligence check normally associated with the
Master Plan feat to represent the character’s greater tactical planning
(see the feat description in Chapter 3 of M&M).
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Old 04-05-06, 12:54 PM   #2
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Oddly enough, other than the master plan feat, I would have used the skill identicaly.

I don't think it should work on the master plan feat, simply for balance reasons (Much easier to max out as a skill), but the rest I don't have a problem with.

However, I believe skill use is up to the game master, as that is what they're for. And any reasonable game master should allow for a skill to be used appropriately, even if it's not explicitly stated that that's how it works, within reason.
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Old 04-05-06, 06:03 PM   #3
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I do not like the idea of using a skill instead of an attribute for the Master Plan feat. It is a lot easier to have rank in Know(Tactic) (4/PP) than bonus modifer of Int (0.5/PP).

Use of knowledge tactics instead of Stealth make a lot of sense for preparing ambush.

Use of Know(Tactics) instead of Sense Motive or Notice, I am less sure. If you are blind, you can know all the tactics of the world, you don't see that gun over there...

There is rules to create and notice ambush in the spycraft system. I'll take a look at it and come back with something.
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Old 04-06-06, 12:46 AM   #4
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Ok, I can't find the reference.

To set up an ambush, it is fine.

To detect an ambush... I am not sure. Some argument to shift the balance in your favor?

To counter a feint in combat. Nope I don't think it would be appropriate. Reason: Tactics covers group combat, not one against one combat.

Master Plan: as I told, I don't think it would apply either, and here for reason of balance.
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Old 04-06-06, 09:52 AM   #5
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I definitely can see not using it with Master Plan. That could be abusive.
I have seen dozens of movies where someone (who is supposedly a master of tactics) starts to walk into an ambush and stops. "Something isn't right." or "I don't like it."
I am pretty sure this isn't Danger Sense at work since we are dealing with normal humans. Nor did the see or hear anything. <<shrugs>>

Quote:
Use of Know(Tactics) instead of Sense Motive or Notice, I am less sure. If you are blind, you can know all the tactics of the world, you don't see that gun over there...


Likewise if you are blind no amount of Sense Motive can see a gun over there...So I really dont get that point. Using Sense Motive is 'feeling' out an opponent. Using Knowledge: Tactics would be thinking three blows ahead and predicting the like move. Using Notice would actually be 'seeing' it coming.

It definitely covers more then Group combat IMHO. Surley there are Tactics involved in ANY one on one confrontation.
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