Killer Cyborg wrote:If anybody really expanded on what "getting into position" entails in this scenario, I must have missed it.
The question would be on point if I had made any claims about one way being more work than the other, or about more work being better, or something. But I haven't.
Since you ask, though, I would say that it's more work to make 160 successful strike rolls and a roughly equal number of successful parties would be harder work than making a half dozen decisions and rolls that result in a one-shot.
I think "getting into position" is an example, a metaphor, for the process of putting oneself in a situation to succeed. I think I tried to give examples of situations. I think Slade did as well.
Your argument against Alrik from the beginning is that a GM should basically measure the capabilities of his party according to average possible MDC output per round, and create encounters based on this. Aside from the fact that the player group will most likely deny, either through cleverness, stupidity, or unpredictable decision, any such perfect planning the GM tries to do, I think hoping for a Palladium game to conform to codified damage scale and balance like a finely tuned computer RPG is wishful thinking, unless the encounters are very very simple.
The more complicated the story, the more complicated the player's actions. Even in simple combat, the player will often say something weird. He'll engage the opponent in an unexpected way, because there are infinite possibilities for him to do so. He can insult the opponent, he can make love to the opponent, he can throw a rock at the opponent to prove he means business, he can shoot first and ask questions later, he can try to steal the opponent's weapon, or give the opponent his weapon. The computer game limits choice, the P+P RPG does not.
Alrik seems to think that sticking purely to the rules as written encourages limitation of choice. I agree. And I don't think even the RAW really wants every fight to be just a matter of round after round of fighting until MDC is depleted. Rifts is certainly not written like a tactics game. Player creativity should be encouraged for the story. Just because an eye does not have a MDC rating, does not mean the eye cannot be shot. If the character is really trying to go for a kill shot, and has good reasoning as to why the shot should kill, why not let the character try?
Even more significant in Alrik's OP was the contention that allowing the NPCs to do such things creates caution and encourages advanced decision making among the players. If they see the unarmed guards (in your example), they could perhaps calculate that their MDC is better than the opponent's MDC and that they should, all things being equal, kill all the guards within a round. Unless the dice go horribly against them, perhaps this is true. In such a situation, all the player is doing is betting that they will outlast the opponent. There is no further decision making. The story is not enhanced by the decisions of the players. The GM gave them an objective, and the players bet that they could meet it through sheer force of the stat sheet.
There still may be good story around the encounter, but the encounter isn't really that exciting or nerve wracking. It's measured, and gambled on according to pre-existing expectations, instead of reacted to according to events as they unfold. The gambling just takes a few minutes of back and forth dice rolling. That's not "hard work. " It's definitely not creative, which is an end Alrik hopes to encourage via the danger of immediate death.
In general, a GM playing fast and loose with player ideas is gonna go "off book." That's not cheating, or "easy" or anything. Instead of saying "there isn't a rule for that so you can't do it," you can say "ok, roll X against Y in order to get this result or some part of this result." You can make the roll really really hard, but it should be sensible in relation to other similar roles. You can say a vibro-knife will never penetrate a Brodkil's head, if you like, but at some point a player's gonna make a good case for a one-shot against something.