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Area of control
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Erich
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PostPosted: Wed Jul 11, 2012 2:49 pm    Post subject: Area of control Reply with quote

Has anyone used any type of area control for their games?
The reason I ask is because I am running a fantasy game and my players don't think someone should be able to run through a square next to the fighter to get at the mage in the back row.
I'm thinking of using the withdrawing from combat rule, which would give the fighter a free attack against anyone running past him. And while I'm thinking about it, could the fighter only attack the first person to pass him or would he get an attack against anyone who passed him.

Opinions?

-Erich
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Zadmar
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PostPosted: Wed Jul 11, 2012 3:06 pm    Post subject: Reply with quote

Erich wrote:
The reason I ask is because I am running a fantasy game and my players don't think someone should be able to run through a square next to the fighter to get at the mage in the back row.

Is the fighter hunched forward like a goalie, preparing himself to leap in front of the mage and intercept the attacker? If so, he should be on hold.

Or is he just so fast that he instinctively whips out his blade and cuts the runner down before they can reach the mage? If so, he should take First Strike.
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Sadric
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PostPosted: Thu Jul 12, 2012 2:26 am    Post subject: Reply with quote

This is withdrawing from combat, you know.
You was in my reach, you leave it, so I could smash you.
Its not important if you flee or move past me to get my buddy, the mage.

So if you have two or three fighters in a row, with one square space, there are even two free attacks.
I m not sure, but I think its not limited. So if a horde of orc rush away you could try to shred all of them.

First strike could be only used once a round, but its a cool edge.
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GranFalloon
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PostPosted: Thu Jul 12, 2012 3:45 am    Post subject: Reply with quote

Actually, you only get the free attack if your opponent leaves melee with you, but being adjacent doesn't mean you're in melee. It sounds weird, especially if you're coming from D&D, since on the surface it looks pretty much the same as an Opportunity Attack. But there you have it. So a zombie horde, according to the rules, could just shamble right on through a loose wall of fighters. As a GM, I fudge this rule a bit. I try to make it a little tougher to move through a melee area, but a little easier to back out. But that's just my take on it.
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johnnii
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PostPosted: Thu Jul 12, 2012 12:57 pm    Post subject: Reply with quote

Even if you're not retreating, wouldn't technically leaving the square that brings you to melee be the same ruleswise?
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ValhallaGH
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PostPosted: Thu Jul 12, 2012 1:30 pm    Post subject: Re: Area of control Reply with quote

Erich wrote:
The reason I ask is because I am running a fantasy game and my players don't think someone should be able to run through a square next to the fighter to get at the mage in the back row.

So, your players want to have First Strike, all the time, for free? But they don't want the enemies to have it?
Screw that.

Re: Withdraw Attacks
Unshaken characters can make a free fighting attack against any character that leaves melee combat with them.
This only works for characters who leave melee combat. Those simply hurrying past don't suffer this penalty (though being On Hold could start a melee combat). Similarly, those with reach weapons can leave adjacency without leaving melee combat.

Re: House Rules
If your group really can't deal with that rules interaction, and the in-system "fixes" don't help them, then using the Withdraw Attacks rules for all adjacency is a solution. It will make Extraction a much more powerful edge, and it will encourage combats to be much more static and boring.
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Takeda
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PostPosted: Thu Jul 12, 2012 2:59 pm    Post subject: Reply with quote

To be honest ladies and gents being that a combat round isn't just 1-second in duration if anyone runs past or away from (disengages) someone who could threaten them they get the free-attack on them as they leave that threatened square/hex.

In my opinion it's one of the few things D20 got right ... Attack of Opportunity or AoO for short (typing).

I suppose you could penalize (if you felt the need) the AoO based on how many targets the AoO'er is dealing with. So say you're fighting a baddie and they run. One AoO at no penalty. You're fighting two guys and another guy tries to run past you to get to the Mage: One AoO on the runner at -2. Sort of reverse Gang-Up but only for AoO.

If it was so easy to get past a bunch of guys in a defensive formation ... well things would be different ... conventional warfare would have been FAR DIFFERENT!
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ValhallaGH
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PostPosted: Thu Jul 12, 2012 3:55 pm    Post subject: Reply with quote

Takeda wrote:
If it was so easy to get past a bunch of guys in a defensive formation ... well things would be different ... conventional warfare would have been FAR DIFFERENT!

Do note that combat space is 6 feet by 6 feet. The average hallway is ... three to five feet wide. Modern formation spacing in close-order drill is forty inches between soldiers (about four feet by four feet per soldier).

For conventional warfare, combat formations had one soldier per battlemat square. There's no way to get through that formation without some kind of special maneuver.

As for the specific battlefield issues of the OP - if I leave 6+ feet of empty space for a foe to pass through while I'm focused on the rest of the fight then I am a terrible guard. Either get more guards or choose better battlefields.
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Clint
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PostPosted: Thu Jul 12, 2012 3:57 pm    Post subject: Reply with quote

johnnii wrote:
Even if you're not retreating, wouldn't technically leaving the square that brings you to melee be the same ruleswise?


As GranFalloon said, being adjacent (within 6 feet in game terms) to another character for a brief moment is not the same as being in combat or actual melee with them.

That said, whether someone is "in melee" with another character is up to the GM to determine, so if they want to define it as being within 1" of them, that's their call.

Normally, this would be the point where I'd say it's balanced as long as it's applied to both sides, but really, it would be more favorable to the players since more combats occur with them being outnumbered by Extras where the ability to get free attacks against additional foes trying to move around them is to their benefit.

On the flip side though, it's also a pretty limited corner case where the foes can't just add one or at most two more inches to their movement to bypass being adjacent when they move around. And of course, they wouldn't get the free attack if they were Shaken, so foes with even basic tactics would just Hold for the micro-moment after their allies attack to see who they can pass.

So ultimately, even if they were allowed the free attack in that case, it would hardly ever come up in play unless fighting a completely mindless foe in a confined space. Just requires more work from the GM, so again if they want to run it that way, it's their call.
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GranFalloon
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PostPosted: Thu Jul 12, 2012 3:58 pm    Post subject: Reply with quote

It's come up a few times recently, and no RPG I've seen models it well, because it involves a lot of "acting out of turn."

Realistically, turning and fleeing from a melee fight will get you whacked in the back. Both d20 and Savage Worlds model this pretty well.

Slowly retreating from a fight is actually easier than standing your ground, and won't subject you to any extra beatin', but it's not going to help much if you're actually trying to disengage. Your opponent can easily follow you, unless you have something you can use to obstruct him, like a door or an ally. d20 games makes some allowance for this, such as allowing you to spend an entire move as a 5' step. The trouble is that your opponent has to wait until his turn to follow you, when really, he'd be following right along, not breaking melee contact.

Maneuvering around an enemy, so far as I've seen, isn't too hard, as long as you have plenty of room, are only facing one enemy, and he's not determined to block your movement. SW models this MUCH better than d20. If someone really wants to play the burly meatshield, First Strike or Sweep seem to be critical.

I'm not sure if there's a satisfactory solution to all these little quibbles. Most things I start tossing around in my head are not FFF in the least.
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shinryu
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PostPosted: Thu Jul 12, 2012 7:02 pm    Post subject: Reply with quote

Well, I'd argue Savage actually gives you some very good non-edge options in Tests of Will/Tricks and Pushes. Admittedly, you have to get a raise on the tests or tricks to get the Shaken result you'd want, but Push is a simple win on the Strength roll, so unless your opponent has Reach, you're free to move about after that. For that matter, pushing them down is a good option.

Interesting related question: officially speaking, is getting up considered to be a move "out of combat" if someone is engaged with you? I'd argue yes (the best time to kick a man is when he's down; the second best time is when he's getting up, and a remarkable amount of my jujitsu training revolved around getting up safely with a minimum of being kneed in the face), but I don't know if it's ever been officially stated.
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catalac
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PostPosted: Thu Jul 12, 2012 11:33 pm    Post subject: Reply with quote

shinryu wrote:

Interesting related question: officially speaking, is getting up considered to be a move "out of combat" if someone is engaged with you? I'd argue yes (the best time to kick a man is when he's down; the second best time is when he's getting up, and a remarkable amount of my jujitsu training revolved around getting up safely with a minimum of being kneed in the face), but I don't know if it's ever been officially stated.

no seeing as getting up does not violate sw standerds of moving out of melee which is moving away to the point that you are unable to attack your opponent. not does it violate the more traditional rulings among game systems of moving out of your opponents range to hit you. so no it doesn't.
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Erich
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PostPosted: Fri Jul 13, 2012 11:17 am    Post subject: Reply with quote

Interesting thoughts on this matter.
The big problem I'm having with this is that not only am I trying to bring a group over from D&D, but 4 of my 6 players have actually fought melee combats as members of the SCA.
I am getting really tired of hearing "Kill Pocket!!!" every time a group of orcs show up.

-Erich
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ValhallaGH
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PostPosted: Fri Jul 13, 2012 11:23 am    Post subject: Reply with quote

Erich wrote:
The big problem I'm having with this is that not only am I trying to bring a group over from D&D, but 4 of my 6 players have actually fought melee combats as members of the SCA.

And they've never had someone dash by some four or more feet away while they were focused on other parts of the fight?
Either they have the most amazing reflexes ever, or they are even more oblivious to their environments than most Americans.
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shinryu
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PostPosted: Fri Jul 13, 2012 12:55 pm    Post subject: Reply with quote

catalac wrote:
shinryu wrote:

Interesting related question: officially speaking, is getting up considered to be a move "out of combat" if someone is engaged with you? I'd argue yes (the best time to kick a man is when he's down; the second best time is when he's getting up, and a remarkable amount of my jujitsu training revolved around getting up safely with a minimum of being kneed in the face), but I don't know if it's ever been officially stated.

no seeing as getting up does not violate sw standerds of moving out of melee which is moving away to the point that you are unable to attack your opponent. not does it violate the more traditional rulings among game systems of moving out of your opponents range to hit you. so no it doesn't.


Ech. That's going to have to go into the "house ruled" column then. Otherwise there's almost no advantage to knocking someone prone other than very slightly hampering their movement. To successfully push someone over and then take advantage of their parry penalty you either have to split actions to push and smash (and typically negate the advantage of that -2 parry in any case) or wait for them to act, Push them down, and hope for a better card. Sort of crappy.

I will consult the Clint on this one.
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ogbendog
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PostPosted: Fri Jul 13, 2012 2:21 pm    Post subject: Reply with quote

to benefit from a trick, you have to hope you beat their init next turn.
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shinryu
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PostPosted: Fri Jul 13, 2012 2:54 pm    Post subject: Reply with quote

ogbendog wrote:
to benefit from a trick, you have to hope you beat their init next turn.


Not true; you always have the +2 to your next action against them (Test of Will) or the -2 to their Parry on your next attack (Trick), whereas if someone gets up you lose that -2 Parry when Prone benefit entirely. Additionally, you can Shake them with a raise on a Trick or Test of Will, which means you may have a decent chance of hurting them much worse when your turn comes up and they may not even get an action if they don't get a Raise on the Spirit roll even if you don't win initiative. And of course you can take advantage of a move away as they're Shaken and cannot attack you. Pushing someone prone has no such benefit even on a raise and you're still engaged in combat so you do still get attacked (admittedly at a -2, yes). It seems like a clearly inferior option to the Trick or Test of will outside of the situation where you push someone down and then someone else wails on them. I can see the utility for disengagement in that if you survived the -2 attack and then took a full move you would require most opponents with average pace to run to reengage you, but that still seems a weak benefit to me, honestly. If getting up prompted the free attack as if it were a disengagement from combat, this would be a far more balanced option.
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FickleGM
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PostPosted: Fri Jul 13, 2012 3:10 pm    Post subject: Reply with quote

It does seem as though, in Savage Worlds, knocking someone prone is done for the exploitation of your allies, as opposed to you.
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FickleGM
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PostPosted: Fri Jul 13, 2012 3:15 pm    Post subject: Reply with quote

Thinking about this a bit more from a solo perspective, I'm seeing multi-action combining a knockdown with a followup trick or grapple as possibilities.

I realize the MAP doesn't make it easy, but I'm picturing the tackle, sit in his chest and pummel him into submission series as possible...and if successful, fun.
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Zadmar
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PostPosted: Fri Jul 13, 2012 3:21 pm    Post subject: Reply with quote

shinryu wrote:
Ech. That's going to have to go into the "house ruled" column then. Otherwise there's almost no advantage to knocking someone prone other than very slightly hampering their movement.

Knocking someone prone is an opposed Strength roll - it doesn't matter how agile they are, or how skilled they are at fighting, if you're stronger than them then you've got better than average odds of knocking them to the ground. And if you ran at least 3" before pushing them, you get +2 to your roll.

Once they're down, they suffer -2 Parry and -2 to their attacks. Get your friends to swarm around them as well, for another +4 Gang Up bonus, and that's really going to hurt.

You really want all those characters to get a free attack (with a +6 bonus) every time the poor guy tries to climb back to his feet?
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