Subject | [dq] Combat - withdraw initiative |
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From | AndrewW@datacom.co.nz |
Date | Wed, 24 Oct 2001 10:53:01 +1300 |
An issue occurred last night during a game - when does a defensive withdrawal occur? Some people play that it happens on your engaged initiative, some that it happens after the opponent has acted (last in the melee). The new combat rules treat it like any other action (i.e. on your initiative), because I didn't know about the other interpretation when I rewrote them. I'm particularly interested in how people played withdrawal timing historically; if the delayed withdrawal is desirable/correct; and if so, whether we should reintroduce it. Andrew -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Combat - withdraw initiative |
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From | clare@cs.auckland.ac.nz |
Date | Wed, 24 Oct 2001 11:12:29 +1300 |
On Wednesday, October 24, 2001, at 10:53 , Andrew Withy (DSL AK) wrote: > An issue occurred last night during a game - when does a defensive > withdrawal occur? Some people play that it happens on your engaged > initiative, some that it happens after the opponent has acted (last in > the > melee). > > The new combat rules treat it like any other action (i.e. on your > initiative), because I didn't know about the other interpretation when I > rewrote them. I'm particularly interested in how people played > withdrawal > timing historically; if the delayed withdrawal is desirable/correct; > and if > so, whether we should reintroduce it. Well it can be useful to make the withdraw later - but can't you delay your action if you are faster than your opponent? If you act first and must withdraw first then it can go something like this: Pulse 1: your action: withdraw one hex their action: step and attack Pulse 2: your action: withdraw one hex their action: step and attack which doesn't achieve much except that you get a bonus to defense. There are situations when this might be what you want. But let's examine how it goes when you withdraw last: Pulse 1: their action: attack you your action: withdraw one hex Pulse 2: Hopefully you are both now unengaged (if they are still engaged they can step and attack before you run away). If you win unengaged initiative: your action: full movement their action: full movement (unless they have 1 more TMR than you and are wielding a pole weapon, in which case they can charge and attack). if you lose unengaged initiative (or they are still engaged) it goes: their action: step and attack your action: withdraw one hex Personally I would prefer that the withdraw goes on your action, but you can delay your action to occur after theirs if you wish. clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Combat - withdraw initiative |
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From | ecavit@tranzrail.co.nz |
Date | Wed, 24 Oct 2001 11:45:12 +1300 |
(Started before Clare's useful post) > -----Original Message----- > From: Andrew Withy (DSL AK) [mailto:AndrewW@datacom.co.nz] > > An issue occurred last night during a game - when does a defensive > withdrawal occur? Some people play that it happens on your engaged > initiative, some that it happens after the opponent has acted > (last in the > melee). > Rules quote below [0] for those that don't have it to hand. As written, you have the option to delay your action if you are faster (I assume the withdrawer had the higher initiative in this case?)[1] Are you querying if faster engaged figures should have the _option_ to withdraw before they get attacked in that round, rather than be forced to wait until the after their opponent has a strike before increasing their defence and stepping back? See Clare's description of sequence (increased defence stays in place until your next action presumably [2]) The faster person having the choice makes sense to me. Another way to play it would be 1. increase defence (if you are faster) 2. opponent can attack 3. you can move. Seems too messy to bother with. Cheers Errol [0]"Defensive Withdraw An engaged figure may solely defend, increasing their defence by 20. They may then move one hex and change facing. They may freely leave the Melee Zone of any opponent, but may not move into that opponent's rear hex." 'Rear hex' isn't defined in our rulebook. It is the single hex directly behind you? (from memory of diagram in Book 2). Minor point, the +20 to defence _isn't_ in 57.3 Strike Chance Modifiers Table [1]"Engaged Initiative A figure's engaged Initiative Value is ... In each Engagement, figures with faster initiative may choose to act after figures with lower initiative, but all engaged Actions must be resolved before any unengaged Actions. " [2]"When a figure chooses an Action, they are assumed to be performing that Action until they start a new action or are stunned. " -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Combat - withdraw initiative |
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From | clare@cs.auckland.ac.nz |
Date | Wed, 24 Oct 2001 12:00:29 +1300 |
On Wednesday, October 24, 2001, at 11:45 , Errol Cavit wrote: > 'Rear hex' isn't defined in our rulebook. It is the single hex directly > behind you? (from memory of diagram in Book 2). > Minor point, the +20 to defence _isn't_ in 57.3 Strike Chance Modifiers > Table I believe in DQ2 there were pretty piccies of figures with the various types of hexes mapped out. One hex creatures have three front hexes and three rear hexes and no flank hexes. clare -- So long and thanks for all the fish -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |