Re: Initiative, DEX, and Movement.

Originally Posted by
Wildcat
We use Scenario 2, But We also use house rules dividing Phases into half Phases. Meaning this: Characters get a Half Phase action, then after everyong who has a move has gone, then the last half phase takes place. I felt that doing this helps to reduce the occurance of the Dex War. That way the Brick of the group still had a chance to do something if a faster character were to say run up, hit and run away (Like a passing Strike) or gave a distinct tactical disadvantage to char that wanted to move closer (say to avoid Rang pen) before shooting. Yes it's caused the combat to become a bit more lengthy, but it's also added alot more tactics to the Players (and NPCs) moves/actions.
ie: "I want to move closer, but then he may get that shot off before I do". or "I'll just do a move-by, and then be 4 hexes away and out of his reach by the time he can do anything... Oh wait hes just over a half move away... Darn he'll be able to react, and could grab me."
Like I said this is a house rule, and YMMV.
WC
I played in a game like that and I hated it. Granted, it was mostly because combats took twice as long. The thing is, just about all the tactics and maneuver you'd use using the standard rules go right out the window. Move Throughs and other full move maneuvers become useless unless you have a SPD twice as high as your opponents.
Nothing really wrong with doing it that way, it just eliminates most of the advantages of HTH combat by granting ranged combantants a fair, but unbalancing advantage. This could be good is some games. Just not mine or any I want to play in.
"Is there a hero somewhere, someone who appears and saves the day
Someone who holds out a hand and turns back time"
- Poets of the Fall, Locking up the Sun
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