knockback, give ground combat question

papakee

Mongoose
When you are the victim of a knockback or when you have to give ground because of a dodge, you a no longer adjacent to your enemy. Would it require a combat action to move back up adjacent? If so, you would you get to attempt a melee attack as part of that combat action or do you have to wait until your next action?
 
Technically yes, it takes an action and your opponent getts a free attack when you close.

Unless you are 5 meters away - then you can charge and attack as one action, not be open to a free attack, and get a 1d4 bonus to damage.

That is all using the rules as written.

If you have the same number of CA's as your opponent just keep backing up but stay less than 5 meters from him. If he closes take your free attack and back up with your action. If he backs up to charge close to less than 5 meters. He'll never get an attack off.

Most people I think allow a move and attack or some other way of closing.
 
Giving ground as part of a dodge specifically states the attacker can move into contact for free.

We never interpreted the 5 meters as a requirement to move that far, rather that you have to capable of moving that far (when magic, encumbrance and fatigue are factored in) to be able to charge.
 
papakee said:
When you are the victim of a knockback or when you have to give ground because of a dodge, you a no longer adjacent to your enemy. Would it require a combat action to move back up adjacent? /quote]
Bearing in mind w_f's reminder above, you'd only need to do something/spend a CA to get back into contact if your opponent decided to _not_ stay adjacent to you.
papakee said:
If so, you would you get to attempt a melee attack as part of that combat action or do you have to wait until your next action?
Two interpretations above.

A third (one of those hinted at by Ruril) is a simple "Close to Combat" (see the MRQ wiki) which doesn't give any charge bonus. Otherwise, Rurik's movement stalemate is easy to achieve and a nightmare to cope with unless there is any way to back an opponent into a wall, or similar.
 
Yeah, we've been ignoring the act of advancing adjacent drawing a free attack. We will discuss the close to combat as a house rule.

Thanks for the replies.
 
weasel_fierce said:
Giving ground as part of a dodge specifically states the attacker can move into contact for free.

You're right - missed that.

weasel_fierce said:
We never interpreted the 5 meters as a requirement to move that far, rather that you have to capable of moving that far (when magic, encumbrance and fatigue are factored in) to be able to charge.

Wow, I'd never interpreted it that way. If a combatant can charge with one or two meters between him and his target why would anyone ever NOT charge? A charge is all benefit and NO downside:
1) Move and Attack as one action
2) No free attack
3) +1d4 damage bonus
4) Double Knockback

I figured the 5 meters was needed to build up momemtum for all the above benefits.
 
Thats true. The "close to melee" action can work too. Basically just use the "fighting withdraw" option and permit it to move into melee
 
Am I correct on this?

Other than being able to encounter someone set for change, there is no other penalty for charging (unlike 'that other game').
 
weasel_fierce said:
No inherent penalty for charging, no.


weasel_fierce,
If a 5 meter move isn't required, is there anything to keep a character who is already in melee combat from "charging" his opponent to get the bonuses to damage and knockback?

Since charging is so good in MRQ, maybe it should cost 2 CA's (or all remaining so CA1 beings can still charge)?
 
A charge is used to enter melee. If you're already in melee, you cant charge.

We havent encountered any real concerns over it. As far as we figure, if you arent in melee, you charge in, and fight, if you're in melee, you stay where you are, and fight.

You could make it a "enter combat" action. If that action includes 5 meters of straight movement towards the target, then its a charge and gets the damage benefits.
 
Back
Top