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Characters may, however, pass through an occupied square, provided that the player controlling the obstructing character allows you to pass and the obstructing character is not adjacent to another opponent; otherwise, you must take another route or stop. Only one character can occupy a square.
If you are the only character adjacent to an opponent then you cannot move away from that square
You cannot move out of a square that can be attacked in close combat by an enemy unless that enemy is itself in a square that can be attacked in close combat by another character.
You cannot move out of a square that can be attacked in close combat by an enemy unless that enemy is itself in a square that can be attacked in close combat by another character.
You cannot move out of a square that can be attacked in close combat by an enemy.
MonsterMotor wrote:Yes, your two example rules are indeed simple. But they would mean that two opponents will be locked in melee combat until one of them dies (or is relieved by somebody else in the first example, who then needs to fight until he or the other one dies). I don't see that resulting in an enjoyable gameplay in HQ, especially for the heroes, and it would also make the whole game more static. Also, the formulations may allow figures with diagonal attacks (which I would also count as close combat attacks) to trap opponents without diagonal attacks on a diagonally adjacent field without giving them any chance to retaliate, so the text should be clarified to prevent that.
MonsterMotor wrote:No, I meant to simply let the monster roll movement dice instead of using its fixed movement value, e.g., by converting full 4 movement points into 1D6. No extra dodge rolls necessary here.
To move from a square that can be attacked in close combat by an enemy you must roll a combat die, if you roll shields then you can move as normal, if you roll a skull then your turn ends.
Bareheaded Warrior wrote:MonsterMotor wrote:MonsterMotor wrote:No, I meant to simply let the monster roll movement dice instead of using its fixed movement value, e.g., by converting full 4 movement points into 1D6. No extra dodge rolls necessary here.
I'm not a fan of this approach because for a monster with a movement of 8, such as an Orc, they would roll 2D6 which would result in 3 possible outcomes;
1. Low roll and they can't reach the target - which is fine
2. Medium roll and they can reach the target - fine
3. High roll and they can reach the target and can in fact now reach a target that they couldn't have reached if they weren't in combat, for example one that is 9 squares away. For me the ability to actually move further than usual because you start in a combat situation doesn't make sense.
You could get around this by capping the roll to the monsters maximum but this feels contrived and inelegant, roll a D6 for each full 4 points of movement but count any roll above 4 as 4. How would you handle a monster with a movement of 7, would this be D6+3 but capped at 7 or just D6?
Also in scenario 1, if we swapped out the Orc with a Goblin, he would have used 4 points of movement to get adjacent to the Barbarian and would have 6 points remaining, would he get 2D6+2 to reflect his original 4+4+2, or 2D6 to reflect his original 2 full 4 points, or D6+2 to represent his remaining 6, or just D6 to represent the whole 4 remaining to him? What if he only had 3 points of movement remaining?
Yes, that is what I meant. Decompose the number as a sum of 4s to be converted to 1D6s and leave the rest unchanged.
Your examples: 7 = 4 + 3 --> 1D6 + 3 and 10 = 4 + 4 + 2 --> 2D6 + 2. And 3 remains 3.Bareheaded Warrior wrote:
Perhaps we have inadvertently stumbled onto a better mechanism with a simple dodge rule.
If you consider the jump (jumping a pit) mechanism then effectively (and I'm paraphrasing here) you move onto a pit, roll a combat die, if you roll a shield then you carry on as normal, if you roll a skull then you fall into the pit ending your turn (and suffering a 1 BP loss)
Perhaps we could do something similar here.To move from a square that can be attacked in close combat by an enemy you must roll a combat die, if you roll shields then you can move as normal, if you roll a skull then your turn ends.
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