Committed Attack Abuse
By default, committed attacks allow two steps. This has lead to scenarios on our tabletop where a heavily encumbered or prone player effectively doubles their movement by "Committed Attacking the Air". This feels cheesy to me.
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I'd love to hear other people's opinions on the matter. |
Re: Committed Attack Abuse
Regardless of how many Steps you get - from Maneuvers, Extra Effort, or Chambara Movement - I don't think you should be able to move further than whatever your current Move is restricted to. Some campaigns may opt to ignore such a restriction - Chambara ones, for example - but in such a case you have ways of getting the extra movement without relying on the above Committed Attack exploit.
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Re: Committed Attack Abuse
Rule Zero. *shrug*
I wouldn't let people "attack the air" constantly, simply because with no targets you're not in combat time in the first place, and so the tactical map (and thus necessary hex-rounding errors), Maneuvers, and Steps are irrelevant. |
Re: Committed Attack Abuse
Yes, you cannot Committed Attack when there is no one to attack (it cannot be used as a closing maneuver by a stupidly encumbered person). Of course, you could have their enemies shoot them when they try it, the -2 Defense would teach them the errors of their ways.
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Re: Committed Attack Abuse
I don't know if it is explicit anywhere, but logically you shouldn't be able to move more than your Move with Steps in one turn. Objects with No Legs (Sessile) don't get to walk when they are attacking things.
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Re: Committed Attack Abuse
Yep I agree with the suggestion that you can't step in total more then your Move adjusted for encumbrance. MA coming out after Campaigns means you have to fit it into the encumbrance/move rules.
Another way to hit this tactic is using "Last gasp". Anyone who's encumbered themselves down to Mv1 and is taking committed attacks at 2AP (and another 1AP for the 2nd step option) just to move around the combat area, is going to have issues relatively quickly. On top of that is a house rule on Last gasp I've used which is to penalise starting flurry AP by encumbrance level (but I give it back in other ways as well though). |
Re: Committed Attack Abuse
Rule Zero definitely applies here, but if it helps, please consider this a FAQ:
Committed Attack was never intended to act as a superior alternative to Move! As a general rule, no "Step and . . ." maneuver should ever provide movement greater than what you could accomplish via a Move maneuver. |
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The attack would probably be at fighting prone penalties and a Last Gasp cost should apply . |
Re: Committed Attack Abuse
Ah, this reminds of computer games, and exploits. :D
For example, in old games such as Half-Life 1, movement forward and horizontal was added, but not normalized, meaning that you could move faster by running diagonally. Some games, particularly those without "air drag" but with "ground drag", allowed faster jumping or "bunny hop" movement. Carefully moving yourself around the hill to find just the right spot to jump over the "untraversable" terrain to get to a "forbidden" or "later" area of the map. Sounds like your players want to play a video game in tabletop. Maybe you need to discuss that with them... ...Ask them how they feel about being blocked by invulnerable knee-high shrubbery. :D |
Re: Committed Attack Abuse
Player: I Committed Attack the air!
GM: No. Seriously, though, I would treat such a declaration as a Do Nothing maneuver and move on. I have little patience for rules-lawyering nonsense. |
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Re: Committed Attack Abuse
So the general consensus seems to be pretty much what I hoped/expected. It's a nonsensical rules exploit and should never provide more mobility than a move action. Thanks for the responses everyone, you guys are awesome.
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People who normally move fast will go further than CA, and just pick a Move, which is broadly speaking just better than CA. The issue was with the quantum rounding, and Reverend Pee Kitty addressed it in a way that solves it. (Also FYI this answer has been added to the uFAQ yesterday.) Quote:
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