Interesting house rules.
However, do note that if a monsters Evade and movement speed is high enough, it can decide to only stay in the fight for the important part of it's CAs before it moves away. So combats would go like this:
Round 1:
PC Turn: 3 PCs go into close combat with longer reach monster. It has 3 CA, so it decides to keep it's distance. 1 PC succeed on the opposed evade and gets in close.
Monster Turn: The monster strikes the closer PC, if it gets a CM it changes range, or trips if it's attacks already cause knockback.
PC Turn: The PCs move in close against the monster and the PC who's in close strikes it. The monster allows everything.
Monster Turn: The monster moves away from the PCs. They can either strike against it's evade roll, or they can try to oppose evade.
PCs lose remaining CAs since they are not in close combat with the monster, and have no movement left.
Round 2: Proceeds as round 1.
All in all, this means a monster can often trade blows in no more than a 3 to 2 or 2 to 1 deal in it's disfavor.
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So while combat actions are important, a lot of other variables step into a combat.
However, do note that if a monsters Evade and movement speed is high enough, it can decide to only stay in the fight for the important part of it's CAs before it moves away. So combats would go like this:
Round 1:
PC Turn: 3 PCs go into close combat with longer reach monster. It has 3 CA, so it decides to keep it's distance. 1 PC succeed on the opposed evade and gets in close.
Monster Turn: The monster strikes the closer PC, if it gets a CM it changes range, or trips if it's attacks already cause knockback.
PC Turn: The PCs move in close against the monster and the PC who's in close strikes it. The monster allows everything.
Monster Turn: The monster moves away from the PCs. They can either strike against it's evade roll, or they can try to oppose evade.
PCs lose remaining CAs since they are not in close combat with the monster, and have no movement left.
Round 2: Proceeds as round 1.
All in all, this means a monster can often trade blows in no more than a 3 to 2 or 2 to 1 deal in it's disfavor.
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So while combat actions are important, a lot of other variables step into a combat.