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Old 04-07-2020, 09:39 AM   #11
Shostak
 
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Join Date: Oct 2015
Location: New England
Default Re: Vamping Up Retreats

Thanks for those page references! I'm definitely still using this old rule.
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Old 04-07-2020, 12:28 PM   #12
Skarg
 
Join Date: May 2015
Default Re: Vamping Up Retreats

Quote:
Originally Posted by Axly Suregrip View Post
... BTW, in DT2 the next sentence is about falling in a hex with a pit adjacent, then you need to roll against 3 v DX to avoid falling into it. Earlier in this topic Skarg said that is his house rule. It is actually from here, in DT2. So, I have always treated it as cannon. ...
Aha! Thanks Axly! I think that is probably where we got it from, but didn't remember.
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Old 04-07-2020, 08:16 PM   #13
Desert Scribe
 
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Default Re: Vamping Up Retreats

Quote:
Originally Posted by Axly Suregrip View Post
In original Melee (pg 17 of my copy) it reads "If the enemy has no adjacent, vacant hex to retreat to, it must make a saving roll (3 dice against DX) to avoid falling in its original hex."

[...]

The new ITL pg.102 states "If there is no vacant or fallen-figure
hex adjacent to the foe and farther from the attacker, you
cannot force a retreat." and again on pg 118.
The latter is almost identical to the rule in the most recent edition of Melee (page 20): "If there is no vacant or fallen-figure hex adjacent to the foe, you cannot force a retreat."

I prefer Melee/Wizard as opposed to the entire In The Labyrinth, and I have to say, I prefer the forced retreat rule from the 1977 version to the more recent editions.
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