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Leaving or Breaking Away from Hand to Hand/Close Combat


robertperry904@glbb.jp

Question

This might be an obvious question, but I have not been able to provide an obvious answer to my players. Could someone please point me towards the answer for rules governing breaking away, leaving, disengaging, or whatever term you like in regards to exiting from close/hand to hand combat.

 

Ex:two or more are involved in a close combat. One of the combatants decides to leave combat. What does each do in regards to exiting of the combat.

 

I figure it's just an aborted action resulting in a modifier to DCV.

But what about the one left behind. Think of it as players stuck in other game systems methods of combat.

Using this concept does the remaining combatants get free attacks as the one combatant leaves.

What if they are in the same segments,

or in different segments.

Is it a form of Move By attack/action.

 

There are a lot more examples and rules I can quote or refer to, but I think you get what I'm looking for.

 

I just need an answer to point those rules lawyers towards, that we all deal with.

 

Thanks

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First off, just to be clear, the only "somebody" who can answer in this forum is little ol' me. ;) If you want general input from Herodom as a whole, please post on the Discussion board, where anyone can post a response.

 

The answer is:  there are no such rules. The HERO System doesn't feature "attacks of opportunity," free attacks, or any other such thing in this situation. If someone wants to break away from combat, they simply move away. Depending on how they do it, this may make them vulnerable to attacks (e.g., if they lower their DCV by moving at Noncombat velocity), or it may not. Any attempt to follow, or to attack the fleeing character, depends on the ordinary rules -- so a pursuer only moves or attacks in his own Phases, for example.

 

I'd suggest posting on the Discussion forum to start a general conversation on this subject, since other GMs may have helpful suggestions in case you do want to implement some sort of house rule -- or just need sneaky ideas to help your villains get away safely. ;)

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