SubjectRe: [dq] Combat - withdraw initiative
Frommartin.dickson@peace.com
DateWed, 31 Oct 2001 08:00:16 +1300
Jonathan McSpadden wrote:

> In the real rules (DQII)...

Let go of the past... embrace change... (at least that's what my manager keeps
saying)... :)

> All pretty straight forward. You cede the initiative and get to be unengaged
> after. This was fine. There was nothing wrong with the rule and it is how I
> have always played it (even after it got changed).

It made a bigger difference in DQ2.  If you got unengaged before your opponent's
strike they would generaly have to make an unengaged "Charge with non-pole
weapon" to close the 1 hex gap and take a -15% in addition to other mods.  The
current "Step & Attack" action effectively cancels this.  The only effective
change is the ability to "pull" your opponent backwards at 1 hex a Pulse.

Cheers,
Martin

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SubjectRe: [dq] Combat - withdraw initiative
FromAndrewW@datacom.co.nz
DateWed, 31 Oct 2001 08:21:00 +1300
There is a picture on the same page that Jon quotes.

Figure #7 in the illustration has his back turned to adjacent & hostile
figure #6. A note at the bottom of the Illustration says: "In Group C,
figures 6 and 7 are engaged, even though 7 faces away from 6; in this case,
6 automatically has initiative.

I believe that the paragraph starting "If the figure who wishes ..." refers
to this same situation (as the 2nd sentence in that para states), and it
makes perfect sense that when your back is turned to the enemy, of course
they win initiative.

This initiative rule has nothing to do with withdrawing - if it did, it
would have stated it in the withdraw rule, not the note describing the
picture.  If this was the source of the confusion, I am now content that our
rules are what SPI always intended.

Andrew

-----Original Message-----
From: Jonathan McSpadden [mailto:jonmc@clear.net.nz]
Sent: Tuesday, 30 October 2001 10:47 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] Combat - withdraw initiative


In the real rules (DQII) rule 13.3 discribes withdrawing:

[13.3] An engaged figure may Withdraw.
If the figure who wishes to Withdraw is within the opponent's Melee Zone and
the opponent also occupies at least one hex of the figure's Melee Zone, the
figure may Withdraw by backing directly into any of his rear hexes but may
not change facing. While Withdrawing, the figure may adopt one of two
postures, Offensive Withdrawl or Defensive Withdrawl. If he chooses the
offensive posture, he may strike at his opponent (at a -20 modifier to his
Strike Chance) before executing the Withdrawl. To adopt a defensive posture,
a figure must have a prepared shield (ranked or unranked). While in this
posture, he may interpose the shield between himself and any attack. This
adds 20% to his Defense, in addition to any other modifiers already in his
favour.
If the figure who wishes to Withdraw is within the opponent's Melee Zone but
the opponent does not occupy any hexes of the figure's Melee Zone, he may
move and change facng normally (see 14.1). Note: Figure #7 in the
illustration on this page is an example of this situation. If the opponent
is able to Melee Attack the figure, the opponent automatically receives
initiative for the attack. A figure may Withdraw from one hostile figure's
Melee Zone into another hostile figure's Melee Zone. If the figure wishing
to Withdraw does not occupy a hex within the defender's Melee Zone, he may
move normally.

All pretty straight forward. You cede the initiative and get to be unengaged
after. This was fine. There was nothing wrong with the rule and it is how I
have always played it (even after it got changed).

Cheers, Jon Mc


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