Rush Combat Action
We should probably decide how Rush works in our game, even if we change the rules up a bit. It's a strange mechanic, since it doesn't allow for any difference between striding and all-out sprinting, etc. (Brian - feel free to skip the rest of this post, which is mostly clarification and examples, if you already have an answer in mind.)
By the book, the Rush action is a combat action which declares that you devote this round to making some ground on the opponent. You first take a reflexive move action to advance one range band, and then your combat action might trigger when the opponent moves. You roll an opposed Athletics test with the opponent. If you get more successes, then when they make a move action away from you, you follow them one range band, like the Step Up feat in Pathfinder. However, this means that if they stand their ground, your combat action essentially did nothing, except perhaps pressure them into reacting to you.
Let's say you're a mortal swordsman fighting a mortal archer, to take out some charm variables. The archer is shooting at you from Long range*, but has to aim to do so. They just fired at you, and missed.
You decide you're done hiding behind cover, and charge at them. In game terms, you take a Rush action, with your reflexive move action to get to Medium range. You get 5 successes on the Athletics roll, and he gets 3.
In scenario one, the archer thinks he can get you with one more shot, and stands his ground to aim. You are now at medium range, and your Rush action did nothing for you this round (even though you beat him, he didn't move). You take another Rush action (getting 4 successes to his 2), in case he breaks off after his shot, and your reflexive action moves you to Short range. He takes his combat action to shoot at you, and misses again. Seeing he's beat, he tries to break off and escape, because you are now at Short range and he can't aim again. He uses his reflexive action to move to Medium range, but because you got 4 successes to his 2, you advance again to Short range. On your action, your reflexive carries you to Close/Melee range, and you can now attack him.
In scenario two, the archer realizes he has no support, and you're the better melee combatant, so he decides to break off immediately and escape combat, or at least get behind a landmark nearby, perhaps allies or a drawbridge at Long range from him. As mentioned earlier, you got 5 successes to his 3, so when he takes his reflexive move away, you keep at Medium range. He takes a Rush action, getting 3 successes to your 2, and it's your turn. You take your reflexive to close to Short range with him, but his Rush action triggers and he advances to Medium range. You take your Rush action to keep up and close with him, and get 2 successes to his 3 (again.) It's his turn, and he takes a reflexive move away from you to Long range, while your Rush action failed. He takes a Rush action to keep you from closing with him, but he gets 1 success and you get 4. On your action, you'll advance to Medium range without contest, and your Rush action might overtake his, but he's getting closer and closer to a better combat position...
In these examples, we show that the rules system is designed with the intention of an exciting, fast-paced footrace, which turns into an opposed sprinting roll... with exceptions - perhaps you have a charm that advances you two range bands at the cost of Init, or perhaps there are five Solars chasing down a mortal hero, or perhaps you're sprinting together but the opponent makes distractions (difficult terrain), or perhaps the opponent only needs to move two range bands until he's behind those allies/drawbridge/cover, and so on. The drawn-out victory condition for the prey is to escape to Extreme range at which point his Withdraw action allows him to disengage combat entirely; but declaring Withdraw all but crashes you outright, in exchange for moving further each round.
I'd be perfectly amenable to a house rule where taking the Rush action and succeeding on the Athletics test simply moves you 2 range bands immediately, but that might overpower some Charms, that might allow you to overtake and flurry on archery/thrown combatants more easily than intended, and that might UNDERPOWER charms like Thunderclap Rush Attack which explicitly allows you to immediately move a range band when you declare it, i.e. right after your turn's reflexive move action, so long as this places you within range to make an attack.
I don't mind how we flavor it, but I do need to know which it is, for taking charms and stunting combat. We might need to reword some charms depending on the house rules we set for the baseline. The default "you might waste your move, but you pressured them to rethink their action" is alright, but might result in too many wasted turns and back-and-forths for our highly aggressive play. :P
*ALSO - I just double-checked the Rush rules, and it says you can only attempt this at Short range to keep at Short and, presumably, advance to Close and attack next turn. I figure this rule would work well even at Medium/Long range if you're dealing with an archer, especially an Exalted archer, who's trying to keep away from you and keep shooting; only allowing it to maintain Short range nullifies the stunt of all-out sprinting into arrow fire, and an Exalt wouldn't need to aim to keep shooting and moving a range band back, shooting and moving, shooting and moving... while a swordsman advanced and parried, advanced and parried, advanced and parried... Definitely need thoughts here.
This message was last edited by the player at 21:29, Wed 09 Dec 2015.