Comments on rules
When we wrap this adventure up, if anyone is left alive, you will be given a chance to revise your character based on how you’ve seen the rules work. This revision can be ANYTHING except your initial rolls for social status. You can change gender, profession, skills, attributes, etc.
In an effort for everyone to know what they’re getting into, we played a bit to see how the rules worked. Right now, I’ll be posting some thoughts and changes and rulings on a couple things so that people know more before making these potential character changes.
If anyone wants elucidation on anything in particular, and I know I’ll regret this, please simply ask :D.
I’m not saying rules won’t tweak after this, but hopefully this gives you an idea of how I think and will rule in the future.
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Spacing/melee combat distance:
Contact means same hex.
Short means adjacent hexes.
Medium means 1 hex between you.
Long means 2 hexes between you.
Extra long means 3 hexes between you.
NEW RULE warning:
Movement is difficult in this game. In an SAP, you cannot move at all. In a PAP, you can move 1 yard and attack and that’s the only movement allowed that leaves your current hex. In a BAP, you are allowed to run, leap, close to engage, walk, Turn and flee, or charge. ALL of these options (except turn and flee) are only available to characters Unengaged. What that means is, if someone has engaged you with a long spear at extra long range, you CANNOT EVER attack them with a weapon not capable of that range.
This is unreasonable so I’m adding a rule. If you are closing to attack charging, or leaping as part of a charge in a BAP, you can take these actions IF ENGAGED ALREADY only if an attack is at the end of your movement, and in such case, you get a speed ST against their speed ST to perform the action. Failure means your movement is halted at their weapons ‘optimal’ range. Success means you can move however you like.
A person with a long spear and good speed ST can still be very annoying though.