11-19-2018, 07:37 AM | #21 | |
Join Date: Mar 2018
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Re: Skarg's clarification house rule wording for Combat Options
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11-19-2018, 08:11 AM | #22 | |
Join Date: Mar 2018
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Re: Skarg's clarification house rule wording for Combat Options
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Another way to think of it might be, when I select Shift and Defend, it means that I am now in a state of Defending, as of the end of movement. If attacked by someone of higher adjDX they roll extra dice to hit me. And perhaps another crumb of support might be the brief and highly overloaded text on p 102 about changing options, which says "During a turn, a player may change his mind....." This vague language of "During a turn", as opposed to, "When his time to act comes", suggests you could change your mind even when it is not your time for action by adjDX. That is, having initially declared you would shift and disbelieve, you could change to shift and defend if attacked by a figure of higher adjDX. But yes, it's all really unclear, and I'm not convinced the above is correct interpretation, or desirable gameplay. |
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11-19-2018, 10:47 AM | #23 |
Join Date: May 2015
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Re: Skarg's clarification house rule wording for Combat Options
I think the "During a turn, a player may change his mind" is SJ's attempt to rewrite the old Changing Options rule, and SJ wrote himself when we were pressing him on this at the last moment, that he didn't understand what we were driving at.
Also, since I know from extensive play that I really like how the original Changing Options rule plays, and that I have tested how it plays when you force figures to lock in Defend or Dodge at the end of their movement, and that I think that plays rotten, I look at any changes in that direction as misunderstandings, mistakes, or unwise changes that I'd houserule against, and if made to play with, I would exploit mercilessly partly with the goal of showing people why it's a problem. It's no fun having to declare your figures' Options while moving first, and then have your foes move so that your figures can't do anything useful because the Dodgers are getting Engaged and can't fight back, the Defenders are being ignored, and the Attackers are being two-hex-jabbed and can't Defend. |
11-21-2018, 09:40 AM | #24 |
Join Date: May 2015
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Re: Skarg's clarification house rule wording for Combat Options
The "Ready a Weapon?" question on the main forum brought up that this same weird use of the word "move" when it means "act" is even more obvious appears again in the header to the list of Engaged options.
I'm hoping that puts a final nail in the coffin of the idea that SJ intentionally meant to change the game in a surreal way so that Options available for action purposes to be based on the situation at the time the figure moved during the Movement phase. |
11-25-2018, 10:03 AM | #25 |
Join Date: May 2012
Location: Austin TX
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Re: Skarg's clarification house rule wording for Combat Options
Thanks for this discussion. After reviewing the rules and playing some games with my group, I've reworded the movement and actions to make it easier for us to follow.
Players move their figures and then, when a figure's turn comes based on its adjDX, pick an action based on how it moved, with the caveat that a figure can't move more than one hex if it is already engaged, and its move ends if it becomes engaged. Move up to full MA--no further action Move up to ½ MA--attack, dodge/defend, or drop in hex Move up to 2 hexes--change weapon or crawl Move up to 1 hex--shoot, disengage, cast spell, or disbelieve illusion No movement--stand up
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My sci-fi/fantasy wargaming blog: Super Galactic Dreadnought |
11-25-2018, 05:30 PM | #26 |
Join Date: May 2015
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Re: Skarg's clarification house rule wording for Combat Options
^ Exactly. :-)
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