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FASA Games, Inc.FASA Games Forums and News 2025-06-03T07:42:48 https://fasagames.com/forum/app.php/feed/topic/210 2025-06-03T07:42:482025-06-03T07:42:48 https://fasagames.com/forum/viewtopic.php?t=210&p=26324#p26324 <![CDATA[Re: Running away from combat or away from melee]]> инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфо
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инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфо
инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинйоинфоинфоинфоинфоинфо
инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфо
инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфо
инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфо
инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфо
инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфо
инфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоинфоtuchkasинфоинфо

Statistics:Posted by yankeeschic — Tue Jun 03, 2025 7:42 am


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2025-05-25T07:09:142025-05-25T07:09:14 https://fasagames.com/forum/viewtopic.php?t=210&p=24294#p24294 <![CDATA[Re: Running away from combat or away from melee]]> Eeml200.7CHAPWhenДегеБогдPapuСпешЛисолюбиДобрTescAtlaPelhНосыклубКурсDekoписаTescИллюнавсизда
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BettязыкмозамелоLegeBabyBridWindWindTefaязыкMouloupeSmokPlanЛитРБобыLoveГуанPrinZeitTownЛитР
ЛитРЛитРИллювыпуоднаСтекГригOZONXVIIгражEdwaBrunJeweJeweWhitDrop(ВедКопоSpecGiacJeanГригвеще
забоБешкавтоаресMeteСодеСветCaroДрахEnglавтоWilhJohnредаКондМакаФормeverAdobБильSiemPionPion
PionWritКрюктворBuilIstaСивоЭлеоАрхеBryaScotслучЛариtuchkasИванНаде

Statistics:Posted by yankeeschic — Sun May 25, 2025 7:09 am


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2017-03-19T22:42:522017-03-19T22:42:52 https://fasagames.com/forum/viewtopic.php?t=210&p=1972#p1972 <![CDATA[Re: Running away from combat or away from melee]]>
  • are already A Thing (so entirely new mechanics aren't being globes on)
  • have a sense of pluses and minuses (this mechanic should definitely have a sizable cost given the change it has on Rules as Written, more than simple Strain)
  • have a definite start and stop that works perfectly well with the existing combat system (knacks have a risk of triggering late or failing, this seems straightforward)
  • start at the very top of the turn, so no risk of "I'm on guard duty but don't get to do guard thing because opponent acts before me"

Statistics:Posted by The Undying — Sun Mar 19, 2017 10:42 pm


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2017-03-19T20:25:562017-03-19T20:25:56 https://fasagames.com/forum/viewtopic.php?t=210&p=1969#p1969 <![CDATA[Re: Running away from combat or away from melee]]>
I think the Threatened Space rule will improve this, but I haven't playtested that as much as the first part (which goes back to me tinkering with 3rd Ed when it first came out as there was a similar optional rule). I simplified it, so there isn't a separate "Count", which that means certain Initiative requirements can be tricky to pull off if you need to run forward your whole Movement Rate. Also, you can take any remaining movement you have left at Initiative 1 (the end of the round) if you are still acting at that time (Initiative does not go below 1).
Initiative-Based Movement Optional Rule: Characters and creatures move fairly quickly in Earthdawn. Gamemasters who want to add a tactical element to their games can use the following guidelines to prevent characters from moving their full Movement Rates on their Initiative. Instead, they move throughout the round. For this option, characters keep track of their original Initiative Result (for the purpose of determining the use of abilities such as Swift Kick or Air Dance) and their Initiative Count. At the start of the round, they are identical. When it is a character’s turn and he wants to move, he can move 1 hex. Then all other characters with the same Initiative Count, if any, can perform Actions (and likewise move only 1 hex). The initiative count of that character is then lowered by 1. The process is now repeated until the character stops moving. The difference between the character’s Initiative Result and the Initiative Count he acted on is usually the distance he moved.

Krarg has an Initiative Result of 14 and a Movement Rate of 6. He wants to attack an Archer 5 hexes away in close combat, which requires him to move 4 hexes towards him. The gamemaster calls out Initiative values to see who goes first. When the countdown reaches 14, Krarg can take his turn, and he starts moving. He moves 1 hex, and now reduces his Initiative Count to 13. No one else acts at 14, so the gamemaster calls out 13. Again, Krarg moves 1 hex, reducing his Initiative Count to 12. No one else moves, so the gamemaster calls for 12. Again, Krarg moves 1 hex, reducing his Initiative Count to 11. However, the Archer has an Initiative Result (and as he has not yet moved, also Initiative Count) of 11. He now acts before Krarg has reached him, and uses the opportunity to loose a shot.

Some groups may be more comfortable with players calling out the different Initiative Counts while moving to create an even livelier experience of everything happening at the same time in combat. Especially when typical Initiative Results vary widely this can speed up the game. Another option is to reduce the Initiative Count by more than 1 per hex moved, this is recommended for high-Circled adept groups.
::Edit: Ack, checked my old notes and it's -1 Init for every Hex moved (2 yards). Although the optional rule does mention higher penalties for high-Circle groups - maybe that's what I was thinking of.

Statistics:Posted by Telarus — Sun Mar 19, 2017 8:25 pm


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2017-03-19T13:25:162017-03-19T13:25:16 https://fasagames.com/forum/viewtopic.php?t=210&p=1967#p1967 <![CDATA[Re: Running away from combat or away from melee]]> Guard Duty: A character may decide to spend a round protecting an area of the battlefield. The character on guard duty cannot make any movement, but as a free action can prevent others from moving through any space within 2 yards (adjacent hexes). In order to move through, other characters must make a Dexterity test against the guard’s Physical Defense. If they fail, their movement ends next to the guard. In addition, the guarding character reserves his action to attack any enemy who comes within melee range with the standard -2 penalty. This option must be declared at initiative.

I'm in between games right now, so this isn't tested. If anyone does, let me know. It's intended primarily as a mook option, hired hands arrayed in front of the spellcasters. Though I might eliminate the -2 penalty. Not moving and maybe not even attacking is pretty stiff. I like Telarus's idea though. Telarus - the characters must declare all movement prior to initiative, I suppose? Do they also make that movement then?

Statistics:Posted by Slimcreeper — Sun Mar 19, 2017 1:25 pm


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2017-03-17T19:03:242017-03-17T19:03:24 https://fasagames.com/forum/viewtopic.php?t=210&p=1952#p1952 <![CDATA[Re: Running away from combat or away from melee]]>
- Moving 1 yard costs 1 point off of your Initiative (but see below - Light Movement Impairment doubles this, Heavy triples it).
- The 3 hexes in front of a character are considered "Hazardous Terrain", and apply the Heavy Movement Impairment rules. Moving through these spaces is at triple the usual movement & initiative cost (instead of reducing the movement rate by a flat 10). Make a Dexterity test versus the controlling character's Physical Defense when you enter a threatened hex, failure stops all movement.
- Characters may threaten up to 2 hexes (4 yards) from their position with a pole-arm or weapon over 5 feet.

Statistics:Posted by Telarus — Fri Mar 17, 2017 7:03 pm


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2017-03-17T18:34:222017-03-17T18:34:22 https://fasagames.com/forum/viewtopic.php?t=210&p=1950#p1950 <![CDATA[Re: Running away from combat or away from melee]]>
Anyways, my scenario is just a thought exercise, so to that end I was assuming all characters in the scene are of equal skill and the target... well it can be a glass statue that needs smashing, does not matter honestly. The point was to explore how, dynamically, can a character stop someone in combat from just moving past.

But I think I have my answer - rules as written, the only reliable option is to reserve an action and attack to knockdown (or grapple).

I'm not looking for a specific discipline as well - rather a general rule or a combat option.

So any cool house-rules that could address that?

Statistics:Posted by Avanti — Fri Mar 17, 2017 6:34 pm


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2017-03-15T16:56:202017-03-15T16:56:20 https://fasagames.com/forum/viewtopic.php?t=210&p=1940#p1940 <![CDATA[Re: Running away from combat or away from melee]]> Statistics:Posted by Slimcreeper — Wed Mar 15, 2017 4:56 pm


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2017-03-15T11:56:182017-03-15T11:56:18 https://fasagames.com/forum/viewtopic.php?t=210&p=1934#p1934 <![CDATA[Re: Running away from combat or away from melee]]> Statistics:Posted by Lars Gottlieb — Wed Mar 15, 2017 11:56 am


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2017-03-15T11:37:222017-03-15T11:37:22 https://fasagames.com/forum/viewtopic.php?t=210&p=1931#p1931 <![CDATA[Re: Running away from combat or away from melee]]> Statistics:Posted by Slimcreeper — Wed Mar 15, 2017 11:37 am


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2017-03-14T13:37:092017-03-14T13:37:09 https://fasagames.com/forum/viewtopic.php?t=210&p=1919#p1919 <![CDATA[Re: Running away from combat or away from melee]]> - I'm fairly sure there's a Bodyguard Discipline somewhere that fullfils the role you seem to want - crunchies taking the hits for the squishies. [edit: There is, it's in the 1ed adventure Path of Deception, on p110. I do not know if this is updated to Fourth somewhere. ]
- A group pattern on the bad guys with threads to Physical Defense and / or Durability could make that squishy less so
- A talent Knack could easily be made for the same purpose, if it doesn't already exist.

Statistics:Posted by Lars Gottlieb — Tue Mar 14, 2017 1:37 pm


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2017-03-14T11:40:122017-03-14T11:40:12 https://fasagames.com/forum/viewtopic.php?t=210&p=1916#p1916 <![CDATA[Re: Running away from combat or away from melee]]>
You are correct, rules as written. A lot of us have felt that aspect is ripe for an optional rule/house rule.

Statistics:Posted by Slimcreeper — Tue Mar 14, 2017 11:40 am


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2017-03-13T23:32:542017-03-13T23:32:54 https://fasagames.com/forum/viewtopic.php?t=210&p=1902#p1902 <![CDATA[Re: Running away from combat or away from melee]]>
The Optional Rules for Companion thread that moved into this topic:
http://www.fasagames.com/forum/viewtopi ... rt=50#p929

A thread that, as a whole, covers much of this:
http://www.fasagames.com/forum/viewtopi ... t=movement

Statistics:Posted by The Undying — Mon Mar 13, 2017 11:32 pm


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2017-03-13T17:24:552017-03-13T17:24:55 https://fasagames.com/forum/viewtopic.php?t=210&p=1901#p1901 <![CDATA[Re: Running away from combat or away from melee]]>
Avanti wrote:
Mon Mar 13, 2017 4:51 pm
Hi All!

First post here, straight to the issue:
How do you handle a combat situation (similar to) that involves two guards in front of a key target. Lets say the PC and his enemies are in a room that does not offer enough room to circle around the guards without coming in "arms reach". PC has to strike at the key target to win the encounter.
My thoughts are:
1. If the PC wins initiative - he will just walk past the guards and strike at the key target. The guards do not have any means of stopping him.
2. The PC looses initiative the guards approach the PC and attack in order to time him up in combat. PC just walks out of combat and proceeds to strike at the key target...
3. The guards make reserved action for when the PC approaches. The PC tries to get through, tanks two hits (assuming no knockdown) and proceeds to go past and strike at the key target.

So this seems pretty weak. In real situation you could just block someone's way with your body, moving to where he wants to move, much easier when there are two people doing the same. This would force the person who needs to pass to either push you away - in game terms - need to attack you, hence loosing his action for that turn.

Am I missing something or Reserving action is the only way you can _attempt_ to stop someone from passing? Attack to knockdown along with reserved action seems the best option. If you have any cool house rules - share!
You'll have to define your situation a little bit. Here are some questions I have.

A. Is there a reason the Guards might not already have reserved Guard Actions before the Combat begins?

B. Are the guards standing close enough to the Key Target that magically fast invisible ninjas could not possibly get through?

C. Is the Key Target as familiar with the game mechanics as the PCs?

D. Do the PCs play by relatively reasonable rules of engagement?

E. What is the terrain like?

Statistics:Posted by etherial — Mon Mar 13, 2017 5:24 pm


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2017-03-13T16:51:262017-03-13T16:51:26 https://fasagames.com/forum/viewtopic.php?t=210&p=1899#p1899 <![CDATA[Running away from combat or away from melee]]>
First post here, straight to the issue:
How do you handle a combat situation (similar to) that involves two guards in front of a key target. Lets say the PC and his enemies are in a room that does not offer enough room to circle around the guards without coming in "arms reach". PC has to strike at the key target to win the encounter.
My thoughts are:
1. If the PC wins initiative - he will just walk past the guards and strike at the key target. The guards do not have any means of stopping him.
2. The PC looses initiative the guards approach the PC and attack in order to time him up in combat. PC just walks out of combat and proceeds to strike at the key target...
3. The guards make reserved action for when the PC approaches. The PC tries to get through, tanks two hits (assuming no knockdown) and proceeds to go past and strike at the key target.

So this seems pretty weak. In real situation you could just block someone's way with your body, moving to where he wants to move, much easier when there are two people doing the same. This would force the person who needs to pass to either push you away - in game terms - need to attack you, hence loosing his action for that turn.

Am I missing something or Reserving action is the only way you can _attempt_ to stop someone from passing? Attack to knockdown along with reserved action seems the best option. If you have any cool house rules - share!

Statistics:Posted by Avanti — Mon Mar 13, 2017 4:51 pm


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