Colgrevance
Mongoose
I think MgT rules are aiming for a relatively rules light, abstract system, but nonetheless the combat rules that are there should be easy to understand and have a clear meaning. If there is room for diverging interpretation, it might lead to rules arguments at a time when players should instead focus on the action, with tension being high and dice flying.
As I had some issues with the first edition combat rules, a good first check for MgT 2 will be to check if my questions are all answered in the new version. So let’s see how the game fares now:
“A) Initiative:
1) When failing a Tactics check during initiative setup, I still add the (negative) effect to everyone in the same unit, correct?
2) Are there any effects of negative initiative values (e.g. because of failed Tactics checks or multiple reactions)?”
No changes here. I still think the rules as written imply that failed Tactics checks add a negative modifier to initiative and that initiative values, even negative ones, are valid, but a short clarification would be nice. Not a major complaint, though.
“3) In what order do combatants have to declare "hasten"?”
There’s nothing in the new rules either.
“4) The initiative bonus caused by a Leadership check only lasts for one round, correct?”
The Leadership bonus isn’t even described in the combat chapter anymore, though it is still mentioned in the skills chapter (p. 66). That definitely needs an update – can I still use Leadership during combat, and if yes, how does it work?
“5) Does the change to initiative caused by delaying likewise only last one round?”
There is no option do delay one’s action in the new edition. Though I don’t like this at all, at least there is no need for rules clarifications any more…
“6) What about Damage that changes my Dexterity score/DM - does this influence initiative at all?”
Still not entirely clear in the new rules; clarification would be welcome.
“B) Stance:
7) What is the movement rate of prone characters?”
That’s explicitly stated now, it is ¼ the usual movement rate.
“8) One cannot sprint while crouching, correct?”
Still not explicit in the new rules, but that’s only a minor nibble anyway. I would prefer some clarification on how sprinting works in the framework of the combat round, however.
“9) In my pocket rulebook, on p. 64 it is mentioned that all range attacks against prone characters except those made from Close or Personal range apply a -2 DM (implying Short range should be affected by the -2 DM), but according to the table on p. 61 the -2 DM should only apply for attacks at Medium or longer range... So what about Short range - is the DM -2 or 0?”
Interestingly, prone no longer gives any benefit to the target… I guess that can be handled by bane dice now, so I am ok with this.
“C) Multiple Actions:
10) Does the multiple action penalty (-2 DM) apply during combat turns? If yes, under what conditions - anytime I'm conducting a minor and significant action (or several minor actions) at the same time, e.g. do I incur the penalty for moving (minor action) + attacking (significant action)? If not, what's the difference to the example stated on p. 50 (piloting + attacking)?”
How multiple actions and the multiple action penalty work within the framework of the combat round is still not clear. I’d really like some clarification here, as this might have huge implications for the way combat works out (e.g. the possibility of multi-weapons attacks).
So, in summary, some issues are resolved, mostly because the corresponding rule has been omitted entirely, which sometimes leads to new questions. And there are still rules that (in my view) need clarification. I sincerely hope Mongoose will look into these issues, as I think they would make the combat rules easier to use in play.
As I had some issues with the first edition combat rules, a good first check for MgT 2 will be to check if my questions are all answered in the new version. So let’s see how the game fares now:
“A) Initiative:
1) When failing a Tactics check during initiative setup, I still add the (negative) effect to everyone in the same unit, correct?
2) Are there any effects of negative initiative values (e.g. because of failed Tactics checks or multiple reactions)?”
No changes here. I still think the rules as written imply that failed Tactics checks add a negative modifier to initiative and that initiative values, even negative ones, are valid, but a short clarification would be nice. Not a major complaint, though.
“3) In what order do combatants have to declare "hasten"?”
There’s nothing in the new rules either.
“4) The initiative bonus caused by a Leadership check only lasts for one round, correct?”
The Leadership bonus isn’t even described in the combat chapter anymore, though it is still mentioned in the skills chapter (p. 66). That definitely needs an update – can I still use Leadership during combat, and if yes, how does it work?
“5) Does the change to initiative caused by delaying likewise only last one round?”
There is no option do delay one’s action in the new edition. Though I don’t like this at all, at least there is no need for rules clarifications any more…
“6) What about Damage that changes my Dexterity score/DM - does this influence initiative at all?”
Still not entirely clear in the new rules; clarification would be welcome.
“B) Stance:
7) What is the movement rate of prone characters?”
That’s explicitly stated now, it is ¼ the usual movement rate.
“8) One cannot sprint while crouching, correct?”
Still not explicit in the new rules, but that’s only a minor nibble anyway. I would prefer some clarification on how sprinting works in the framework of the combat round, however.
“9) In my pocket rulebook, on p. 64 it is mentioned that all range attacks against prone characters except those made from Close or Personal range apply a -2 DM (implying Short range should be affected by the -2 DM), but according to the table on p. 61 the -2 DM should only apply for attacks at Medium or longer range... So what about Short range - is the DM -2 or 0?”
Interestingly, prone no longer gives any benefit to the target… I guess that can be handled by bane dice now, so I am ok with this.
“C) Multiple Actions:
10) Does the multiple action penalty (-2 DM) apply during combat turns? If yes, under what conditions - anytime I'm conducting a minor and significant action (or several minor actions) at the same time, e.g. do I incur the penalty for moving (minor action) + attacking (significant action)? If not, what's the difference to the example stated on p. 50 (piloting + attacking)?”
How multiple actions and the multiple action penalty work within the framework of the combat round is still not clear. I’d really like some clarification here, as this might have huge implications for the way combat works out (e.g. the possibility of multi-weapons attacks).
So, in summary, some issues are resolved, mostly because the corresponding rule has been omitted entirely, which sometimes leads to new questions. And there are still rules that (in my view) need clarification. I sincerely hope Mongoose will look into these issues, as I think they would make the combat rules easier to use in play.