Wierd, the image broke for some reason. Regardless, this got me thinking:
ChrisDDickey wrote: ↑Thu May 30, 2019 12:58 am
For some reason the image you posted is not displaying for me, so I don't know how you had the dots arranged.
But the diagram on page 391 of the players guild shows a character
facing directly into one hex (not directly facing the line between two hexes). With three hexes defined as "front" and three defined as "back".
Oh, I forgot one other aspect of our house rules. You only get your free facing adjustment if somebody moves into/out of a hex next to you. So if somebody is already blindsiding you, you don't get to use your free move to adjust if he attacks without moving first.
So anyway, what rules you use are probably less important than picking good house rules, and then sticking with them, for both PCs and NPCs.
If I go with a bit more hard approach to facing - i.e. you HAVE to be facing a specific hex - it rules out my scenario, clearly defining field of view, as it was based of facing the line between hexes.
As for the free facing adjustment, I would also allow a character to turn after someone attacks from blindside - makes sense right?
Sharkforce wrote: ↑Wed May 29, 2019 6:32 pm
i've yet to see someone fight in such a way that they are up against two opponents and spend most of their time facing in the direction of neither of them, relying entirely on their peripheral vision against both enemies.
facing is more dynamic than can be shown in a turn-based game, but so is attacking; when you turn away from someone for a moment (to deal with someone/something else), that's when they're most likely to make their attack.
unless perhaps you're going full-on defense, with no attacks made whatsoever, i would be inclined to say one side is going to allow blindside attacks if two opponents manage to get on completely opposite sides of you. you can pick which one gets the blindside, but choosing both seems highly doubtful.
In reality - yes. Also in reality you do not operate on 6 second intervals

I assumed that if you have two opponents on your peripheral vision you could swing back and forth slightly to keep both "in check". Not ideal but gets the intention across.
To summarize, what I'm taking out of our musings:
1. A House rule is helpful here to clarify things.
2. Said house rule could be:
* A character always MUST be facing an adjacent hex directly.
* a character can freely change facing any time during his own turn
* a Character can change facing as a free action outside his own turn when:
- another character moves in to/out of a hex he can see (one of the 3 "front" hexes)
- another character that he can see moves out of his field of view and into any of the 3 "back" hexes.
- after another character has made an attack & hit against him (maybe a PER/Awarness check on miss, to notice the attempt)
3. Assuming the above, when a character is fighting with two opponents one of them can position in such a way as to gain blindside on the character