Quote:
Originally Posted by ericthered
If the kick connects and does damage you're going to loose AP equal to the damage. If we want to count that as deceleration AP I think that's fine.
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Even if a HT roll MoS mitigates that?
Quote:
Originally Posted by ericthered
Evade and slam don't cost AP because they're movement though: they cost AP because they're attacks. slam more obviously so, but evade involves a lot more complex movement than simply going through their square.
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My charging AP for evade is due to it being a 'technique', mechanically I think it functions like a 'free action', much like with Roll With Blow, which also is not an 'attack' but which I justify charging AP due to it being a 'technique', which apparently always has a cost unless stated otherwise.
Quote:
Originally Posted by ericthered
I'd say that resisting an Evade can result in contact. It often does, and I'd say that if the evader wants contact then a successful resistance will involve it every time. I'm not sure about the other cases.
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I agree that perhaps a successful "obstruct" should count like a successful attack roll against the guy who attempted to evade.
To deal with the situation of "I want to avoid touching the guy I'm trying to run past", I think in that situation, if the evader does not want some kind of contact, then perhaps he should be able to roll a dodge against it, to pull back?
I have that kind of concern with parries too. You might be in a situation of "I want to punch this guy in the face, but if he puts his electrified-metal arm in the way of his face, I want to pull my punch back and avoid hitting that arm!"
Basically recognizing that the one you're trying to outmaneuver has guarded a specific zone and to stop the attack.
The best idea I have for that would be to treat it like a no-contact parry, but at -2 to skill (-1 to parry) for "doing two things at once" since you're attacking and then NCPing with the very same limb. A dodge could probably substitute as well.