End of last year Rasyr made an official ruling that the parry assignment always must be done for the complete round. We use this ruling now.
Ah, great!!! I've missed it. Thank you!
This brings me directly to the Canceling Actions theme. I'll open a new thread on it, then.
Ale
I did nothing yet. It's because I'm still mumbling on the new things I've learned.
For instance I was concerned by situations like the following:
- a round begins with character A on a flank of character B;
- each character declares a full melee attack against the other one;
- character B put some of its OB to parry.
Now, for the moment, suppose that turning in place is a separate action (RMSS says nothing; in some RM2 companion, maybe RMC1, if I'm not wrong it's a 5% activity for 60° rotation - a hexside).
Given the above, character B needs to declare a turning (snap) and a full meee attack (normal, with at least a -5 for the % spent, +10 for being a full melee attack).
Before seeing the official ruling of Rasyr, I was prone to consider that if character A declared a snap melee attack, it had the chance of cacthing character B off-guard: winning initiative, the strike would have preempted the turning and character B would not have the benefit of parrying.
Now, instead, I understand (and I like it) that character B would be still allowed to Parry. It still applies that, if character A wins initiative, it gets the flank bonus; otherwise it gets no flank bonus. It makes sense.
The only doubts here for me remain the turning in place activity: which percentage do you apply? Do you usually consider it a separate action?
The fact that there are even spells that allow you to run and make corners without losing speed, it makes me consider that turning should cost as a percentage and even as a separate action, but I would like to know if there is something offical on it (or a consolidated way to GM it). Any help here?
Ale