Quote:
Originally Posted by ericthered
I think the problem is less with attacking yourself (though that's actually a pretty awkward action) and more with parrying yourself and retreating from yourself: which direction is backwards?
|
B377 says "away from your attacker" so facing doesn't really matter (it's a +3 if you retreat forward if the attacker is behind you, for example) so I guess if you were attacking using your left hand then away from it would be towards your right hex?
There's also the "sideslip" (merely +2) which covers a retreat that doesn't change the distance between you and attacker.
Quote:
Originally Posted by ericthered
I think if you are using the 2 AP for full move spending 1 AP to keep moving is enough. 5 yards a second is really quite fast.
As for steps allowing you to slowly accelerate for free... that doesn't actually feel right. Running at full move should cost at least some AP.
|
Yeah, maintenance AP. I think the ideal is...
*inherit most momentum, but gradual slowdown is free due to friction
*maintaining top speed means adding to the remaining momentum
*accelerating (even from 0 to 1, normally a free step) always costs, but give some basic free AP to everyone (maybe 1 per second rate) for being alive which is assumed to be spent on steps
I like how that would make Do Nothing even better, since the +4 you get to your HT roll is sorta offset by losing the free step and not getting the 2 AP worth of free defenses AOD gives.
Maybe instead the way AOD should work is no freebies but each 1 AP spent gives you 2 AP towards defenses?