Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 03-29-2020, 10:37 AM   #6
RobW
 
RobW's Avatar
 
Join Date: Mar 2018
Default Re: Defend and dodge

TL;DR -- SJ seems to have clarified his intent that a disengaged figure may move ONE hex and choose Defend.

I had an article in hexagram #3 ('what do you mean I can't defend....), that compiled some of the odd things in RAW like defend vs jab, defend when your for spins to face you, etc.

It was written for an audience of one -- SJ! I know he read it, as we had a very brief though pleasant correspondence. I was hoping there might be an official clarification re Defend (and perhaps Dodge), but there was not.


BUT, but ......

The article suggested that if you insisted on playing with the "player cards", and choosing options based on your engagement status at time of move (which many do NOT do and few experienced players would recommend), then you need a new card, with an option for disengaged figures, "move and defend". I suggested that move could be 1/2 MA or 1 hex. As long as it was something.

SJG published the article and actually added a new "player card" themselves. The card they printed with the article allows disengaged figures to move up to 1 hex and defend.

I think this might be the closest we will have to a clarification on SJ's intentions about Defending and moving -- 1 hex!
RobW is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:29 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.