Quote:
Originally Posted by Varyon
A Step allows for any amount of facing change, and I see no reason to require the character's final facing to be set before seeing how the foe responded to their attack, particularly as I visualize "step and attack" as a single action (moving forward while attacking) rather than moving forward, stopping, and then attacking. That is, I would allow Arthur to change facing in response to Zach's Sideslip, here. Sideslip can still be used for positioning, of course, and there can be situations where Arthur might want to not turn to keep up with Zach (say, if doing so would expose his back hex to another foe), in which case Zach can indeed get to Arthur's side hex on his turn, but I don't think two characters circling each other constantly attacking the other's side hex would be appropriate as the typical result of such a situation.
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Note that, officialy, you can step then attack, or attack then step, and the step can include a facing change.
If
Arthur already stepped in before the attack (true in OP's example), they could not split the step up into "step before, turn after" though. I'm ok with that: if
Arthur lunges in, it makes sense that
Zach can sideslip the attack and end up a little off to the side.
For a reality check, many boxing footwork tactics are based on just that, and often work if the other boxer didn't anticipate them --- "anticipate them" meaning step
and turn first, or save their step for after the attack. (Never mind that boxing punches generally happen in the same hex, where slipping and sideslipping aren't well-defined in GURPS.)
Anyway, while the Runaround rules mean if you run around to the
rear hex, they defend as if it was a side attack, they don't let you treat normal side attacks as front attacks. Doing that is considered a cinematic technique (
Time Defense in MA).