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Old 04-07-2020, 09:05 AM   #10
Axly Suregrip
 
Join Date: Jun 2018
Location: Durham, NC
Default Re: Vamping Up Retreats

Quote:
Originally Posted by Shostak View Post
Skarg, earlier you referred to an original edition rule that you might fall if you had no hex to retreat into. I remember that, too, but can't find it in my original Advanced Melee. Would you be able to share where that is? Was it actually a holdover from the original Wizard microgame?
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."

This gets changed later in Advanced Melee and Death Test 2 (Troll room see #50). And thus also in ITL.

- Advanced Melee pg 18 "If the enemy has no adjacent, vacant hex to retreat to, he does not have to retreat. If the only adjacent vacant hex is dangerous (i.e., fire, water, a pit), he must make a 3-die roll on DX to avoid stepping into it."

- DT2, (old copy pg 18) #50, "If the troll forces a figure to retreat, and the only place to retreat is a pit hex, the figure must make a 3-die saving roll on DX to stand still rather than falling in." Not exactly the same as no place to retreat but similar.

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.


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.
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