The DiD Factory

Thursday, September 13, 2007

Zeno's Paradox, Squaring the Circle, or "Combat Movement"

It's not unlike 2.0. I tried to simplify things a bit by giving them terms. I think it works.

Combat movement

Most movement during combat will be somewhat fluid, and should not be explicitly calculated from round to round. In general, movement rates should be considered carefully only when an individual is trying to cover ground in a limited amount of time, or if in a situation of flight and pursuit. Such movement in combat is generally divided into three types. These types of combat movement are: active charge, active retreat, and passive movement.

Active charge: An active charge assumes the character is not yet in melee combat, but wishes to charge into combat. If actively charging into combat, a character must announce that he will do so before rolling for initiative for that round. If the character does so, he may cover up to his movement rate in distance, and then may make one on-hand attack against an opponent. If the character making an active attack covers less than ½ his movement rate, a -5 modifier is applied to his initiative. If the character covers more than ½ his movement rate, a -10 initiative modifier is applied.

Example: Turning into an alley, Radcliff discovers a merchant that has been accosted by a gang of thugs. Deciding to aid the merchant, Radcliff draws his sword and actively charges into combat. Radcliff rolls initiative and gets a result of 7. As Radcliff’s movement rate is 130’ and the thugs are only 50’ away, Radcliff may actively charge into combat, getting one sword attack at initiative 2. Thereafter, Radcliff may be attacked by any opponent with an initiative score of 2 or less.

Note: As a general rule, a character may move up to ¼ of his movement rate into combat and attack as normal at his initiative. Any attack from a greater distance within the same round is considered an active charge.

Active retreat: An active retreat assumes a character wishes to flee combat in which he is engaged. The active retreat may be announced at two points during a combat round: either before the character rolls for initiative, or at his initiative. If an active retreat is announced before a character rolls initiative, he may retreat up to his full movement rate for that round. If the active retreat is announced at his initiative, he may retreat up to ½ his full movement rate for that round.

Once an individual makes an active retreat from combat, any opponent in melee with the individual who has not yet acted has three options. The options are: 1) immediately take one full round of melee attacks upon the character as he leaves, 2) immediately pursue the fleeing character, or 3) waive the attack, and perform another action at his or her normal initiative.

Option one, attack: Any opponent that has not yet acted this round may immediately take one full round of melee attacks upon the character as he leaves. Any attack made upon a fleeing character takes place immediately upon the initiative of the fleeing character, or pre-initiative if the character flees for the entire round. Once this attack has been made, the opponent may no longer act within the same round. Only melee attacks may be made in response to a fleeing character. No other actions, such as casting a spell or drinking a potion, may be performed.

Option two, pursue: Any opponent that has not yet acted this round may pursue the character for his or her action. However, in pursuing the fleeing character, this opponent has also taken an active retreat from combat. Thus, any remaining adversaries of the pursuer may respond accordingly.

Option three, ignore: Any opponent that has not yet acted this round may choose to ignore the character fleeing combat. This opponent may act as normal at his or her initiative.

In short, whether a character actively flees combat pre-initiative or at his initiative, all opponents that have not yet acted during that round may attack the character immediately, pursue the character out of combat, or ignore the fleeing character.

Example: Magnus and Occum are waylaid by three goblins. Before rolling for initiative, Magnus announces that he will actively flee. Occum feels confident and stays, getting an initiative result of 6. The goblins get initiative results of 8, 5 and 3. The goblin with an initiative 8 chooses to chase Magnus, therefore he leaves as well, pre-initiative. Occum has the option to immediately attack or pursue this goblin, but chooses to ignore it. However, the goblin with initiative 5 chooses to attack the fleeing Magnus, and does so pre-initiative as well. Thereafter, the round proceeds with the order of the remaining combatants, first Occum with initiative 6, and then the goblin with an initiative of 3.

Passive movement: Passive movement in combat includes any movement a character makes under 10’ per round. In general, passive movement does not alter combat actions. Instead, passive movement just gradually changes the character’s position round to round.

Passive movement will not normally disengage a character from combat. Unless impeded, as long as the character’s opponent wishes to follow the character, he or she may do so with ease.

Example: Crossing a narrow rope-bridge, Millena is attacked by a band of gnoles. Not wishing to turn her back and flee, Millena decides to give ground and back herself onto the bridge where she might fight one gnole at a time. As Millena is 20’ from the bridge, it will take two rounds of passive movement before she reaches it. That is, unless the gnoles recognize her plan and attempt to cut off her escape.

Characters may only move by passive movement when casting spells.

Note: Withdrawing from combat at any rate greater than 10’ per round is considered an active retreat.

Labels:

0 Comments:

Post a Comment

<< Home