Author Topic: Disengage from melee  (Read 1878 times)

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Offline rsarres

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Disengage from melee
« on: October 16, 2024, 11:04:40 PM »
Disengage from melee is a 30% action that removes the player from combat. I find it strange that it is not a maneuver/skill, it is a instant success as I understood. Am I missing a maneuver somewhere in the book?

Anyway: I am thinking about ruling that it requires an acrobatics or AG roll on the maneuver table and the difficulty is based on the agressiveness (OB/DB ratio) of the attacker: 0-10%OB=routine, 11-20%=Easy, ...  90%OB+=Absurd
I think is very difficult to distract a very aggresive foe and run away.
What do you think?

Offline Hurin

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Re: Disengage from melee
« Reply #1 on: October 18, 2024, 08:53:46 AM »
It is an interesting idea, and I think you could make it work.

I might tie it more to the attacker's total OB rather than OB/DB split, or else it will be a harder maneuver to disengage from a feeble Wizard with a dagger (OB total of 10 but all 10 spent on attacking) than a skilled swordsman (OB 150 but reserving 10 of that 140 for parry).

RMU has a section on Withdrawing that was added (imho) due to player demand for a bit more clarity on how one withdraws from another character's zone of control ('combat zone' -- another new addition), though still nothing quite so well defined as D&D's Disengage. To fill the gap, I've added a D&D style disengage action to my own games, which is just a 1 Action Point (25% activity) with no roll required, but I allow attackers also to 'Press' (reserve 1 AP or 25% activity) so they can pursue the person disengaging.

I think JDale also uses opposed checks for this sort of thing, so that might be an option as well.
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Offline brole

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Re: Disengage from melee
« Reply #2 on: October 24, 2024, 04:52:47 AM »
There is Feinting skill in Arms Companion p71, with option 1 is a way to 'skill' disengaging from melee.
And/or use MM as needed, such as dash, tumble evasion.
e crits all round

Offline Wolfwood

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Re: Disengage from melee
« Reply #3 on: October 25, 2024, 02:23:54 AM »
I've kind of house-ruled this: if someone wants to disengage, they have to commit to full parry. They get a parry bonus for this and if they manage to avoid all melee attacks coming at them, they are considered disengaged on the next round and can continue withdrawing.

Of course, their opponents may declare that they will follow and then it will be up to their movement speeds etc.