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FASA Games, Inc. • Combat options - Page 2
Page 2 of 2

Re: Combat options

Posted: Fri Aug 26, 2016 10:07 pm
by The Undying
Keep in mind that someone existing solely/mostly for the purpose of keeping the characters from advancing would likely be taking a Defensive Stance (-3 to their tests but +3 to their defenses). Given that, you may not need to give them a special "push back" option - the game already has a mechanic to make the mooks buy time for their leader.

Re: Combat options

Posted: Sat Aug 27, 2016 8:46 am
by Slimcreeper
But can't the PC's just go around them in a lot of circumstances?

Re: Combat options

Posted: Sat Aug 27, 2016 7:26 pm
by The Undying
Option 1: Use existing stuff. Offensive social Talents/Skills to harass the PCs enough with penalties that they feel they must address the mooks, or use Knockdown attacks/abilities like a mad person.

Option 2: Adopt a 'sticky combat' house rule that keeps people from easily moving past/out of close combat.

Our 'Sticky Combat' house rule: Once you attack or are attacked in close combat, the two people involved become Engaged. Engaged status lasts two turns (current and next), and it refreshes with every close combat test. An Engaged creature can only leave close combat by either taking their Standard Action to leave or to take one (1) Strain and count as Harried for the rest of the turn. If an Engaged creature wants to take the latter option to keep their Standard Action, they must declare this when they begin their action so that their action is affected by Harried.

Personally, I don't like always on Sticky Combat. It further penalizes spell/ranged combatants. As people try to force more 'realistic' close combat into the system, it degrades the other systems, which isn't balanced. However, we use it in my group, mainly because people started doing weird stuff (Initiative 5: I circle around enemy to hit blindside. Initiative 4: Enemy circles around you to hit blindside.).

What I would consider a BETTER option - a close combat maneuver. Occupy: on a successful close combat test, the attacker may spend one extra success to press the defender and force them to pay closer attention to their defense. Until the end of the next turn, the defender can only leave close combat by either taking their Standard Action to leave or to take one (1) Strain and count as Harried for the rest of the turn. If the latter option is taken, the defender must declare this when they begin their action so that their action is affected by Harried.

Re: Combat options

Posted: Sat Aug 27, 2016 7:47 pm
by Telarus_KSC
I resolve "sticky combat" this way:

- Moving 2 yards (1 hex) costs you 1 point from your Initiative Result. This allows others to interrupt movement without rolling high and then holding their action. Easy to estimate for theatre of the mind situations.

- Moving through some-one's "controlled space" takes a Dexterity test VS their Physical Defense, failure means you are halted before you can enter the controlled hex and can take the rest of your movement at Initiative count 1. Who-ever has initiative can still take an Action (remember moving 1 hex costs you 1 Initiative).

- A single person can "control" their hex, and the 2 hexes on either side of them, allowing classic Roman spaced-out shield walls if needed (longer weapons can increase control range to the 3 hexes in front of the character and break charges while they are still out of their weapon range). Also encourages flanking in order to not get engaged. You also see creative use of Great Leap, etc.

Re: Combat options

Posted: Sun Aug 28, 2016 9:03 am
by Slimcreeper
You don't want to just give them attacks of opportunity <grin>?

Re: Combat options

Posted: Sun Aug 28, 2016 5:58 pm
by Telarus_KSC
Right! I DON'T! ;)

I think of it this way. Trying to get past some-one with a pole-arm who doesn't want you past them is definitely as bad as pushing through a packed market. Failing a Dex test to move through a controlled space is the same as failing a Dex test in terrain with a Heavy Movement Penalty, "In addition, characters might need to pass Dexterity tests to avoid tripping or having their movement halted (this test should not suffer the -4 penalty)."

I let them keep their remaining movement so they can back off if desired. They get to use it at the end of the round unless they take some cool action, like Great Leap (result in movement), or even narrate tumbling backwards as part of an Avoid Blow (1 hex).

Re: Combat options

Posted: Sun Aug 28, 2016 7:37 pm
by The Undying

Re: Combat options

Posted: Thu Sep 01, 2016 7:54 pm
by Dougansf
How do your various "Sticky" combat options interact with the various Move-by attacks (Move, Attack, Move)?

Re: Combat options

Posted: Thu Sep 01, 2016 8:54 pm
by The Undying
Honestly, it's not something that's come up at our table...