03-02-2021, 08:00 PM | #1 |
Join Date: Oct 2020
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Disengaging Rework
Some issues I have with disengaging are that if you have a high DX you can make it pretty much impossible for someone to hit you, since you need either greater MA, equal or great DX, a weapon with reach, or multiple attacker, to even attempt to strike someone who just choose the disengage option.
(You could make a high-DX elf archer with the runner talent and kite most opponents.) It also just feels odd that you have to just sit still doing nothing not even defending in order to back away from somebody. My idea is remove the disengage option entirely and during the Forced Retreat phase of combat allow people to willingly retreat 1 hex. |
03-03-2021, 12:11 PM | #2 | |
Join Date: Jun 2008
Location: Boston area
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Re: Disengaging Rework
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Another result is that polearms become that much better. At the end of each turn, the spear user disengages and backs up one hex. This gives him whatever benefits you grant a charging opponent next turn (even with house rules, most would give him first strike). You might have to fiddle with polearms a bit if you're going to rework disengagement in this way. |
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03-03-2021, 11:32 PM | #3 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Disengaging Rework
This is my version of a similar rule, from my house rule collection.
Quote:
Last edited by David Bofinger; 03-03-2021 at 11:35 PM. Reason: extra reason |
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03-04-2021, 12:36 AM | #4 |
Join Date: Jun 2019
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Re: Disengaging Rework
I've come up with the (yet un-play-tested) notion that Disengagement could be a separate phase, and the last-most phase of the combat turn. Eligibility would be constrained by the options used earlier in the turn, and limited to a very small number, although it would include having only moved or shifted 1 hex, stood up, or having used Defend.
This "tesselates" with my other idea that the very first phase of the combat turn becomes the chance to Run Away. Which is to say all disengaged figures at the start of the Run Away phase may flee at full MA, away from danger, in as straight a line as possible. This would come before rolling for initiative or renewing spells. Thus the first and last turn phases become complementary for anyone really trying to get away, and a whole party could retreat in unison, or at least those party members who hadn't made attacks, cast spells, or any of the larger committed activities in the last few seconds. [Addendum: a consequence of doing it the way I'm suggesting here, which I forgot to mention until Chris Rice's next post reminded me, is that an attacker always gets in their attack even when the defender has the higher DX. Thus I limit Disengagement to merely a means to start the next turn disengaged, not a means to avoid damage in the current turn. Allowing the defender to use Defend on the same turn mitigates what would otherwise be a very extreme effect on play.]
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"I'm not arguing. I'm just explaining why I'm right." Last edited by Steve Plambeck; 03-05-2021 at 01:30 AM. |
03-04-2021, 04:23 AM | #5 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Disengaging Rework
In a previous edition of the rules you could still attempt to hit a higher DX disengaging figure, albeit at a penalty. For every point of difference between your DX and the disengaging figure you suffer -1DX to hit. I still use this rule today.
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