Ok, I see where our use of "attacks of opportunity" are more important than I may have realized.
All chars are allowed to change facing in order lowest initiative to highest.
Facing is just completely free with us, we figure in a moving/evolving combat you're going to continually adjust to your surrounding in terms of facing. This, however,
can result in "Oh! He's going to face me? Then I'm facing him." readjustments, but this doesn't bother us. Doing it in order of movement initiative seems a good way to avoid that if you want to.
Any character having performed the move portion of a Charge action must remain facing one of the three front hexes in order to resolve the Charge, otherwise the Charge action is voided.
Good rule. We've just not really had this come up yet... the people that were charging, charged.
B) When a HIC "intercepts" a LIC, forcing the LIC to "rewind" their move, it was unknown where the LIC should rewind to. I decided 10' (2 hexes) from the HIC. This then allows the LIC to either continue moving forward to engage the HIC, or turn and move off in a different direction (also allowing the HIC to intercept again if desired and if they have enough movement left).
There are a few edge cases on this point. Eg.
So, in my earlier replies I was pretty much just speculating on how you could handle multiple 'interceptions' because we just don't treat it that way (much). We have the LIC make their full move and when the HIC responds to it in a situation where the HIC will be blocking them from a goal (doorway, object, etc) we simply end up with the HIC between the LIC and their goal and the LIC has however much action left over due to the 'block' (go back do the doorway situation). They do not get to try shooting off in another direction. The 'herding' can still happen, it just happens over multiple rounds.
We haven't tinkered with repeated adjustments like you're thinking of. I'm not sure if we want to go into that much detail. While it isn't a
bad idea to have rules worked out for it this complicates movement quite a bit more and I don't see us adopting it.
i. What if the LIC started their move 10' (2 hexes) away from their intended destination?
(suggested answer: make the LIC move 5' towards the destination, thus always engaging with the intercepting HIC)
ii. What if the LIC started their move 5' (1 hex) away from their intended destination?
(suggested answer: the LIC doesn't move. The HIC intercepts and they both engage)
iii. What if the LIC started their move already very close to their intended destination (eg. 5 or 10') and the HIC is far away, eg. 50'. Should the HIC still be allowed to intercept?
(suggested answer #1: Yes. Use the KISS principal even if it seems a little unrealistic. Of course the RAW would give this result regardless)
(suggested answer #2: I also toyed with the idea of allowing the HIC to intercept only if they are no further than double the distance to the destination hex compared to the LIC. This also seems quite workable, and certainly more realistic.)
We rule it as the HIC can, due to having the better initiative, move between the LIC and their destination assuming there is a space between the LIC and destination. I know that seems 'powerful' if the HIC was 11 hexes away... but that's the importance of initiative in this setup. We are assuming that the HIC is paying attention the LIC (you may want to make the player roll a Combat Awareness check here) and that the rounds are a seemless series of actions and reactions, so the HIC didn't just SUDDENLY become aware of what the LIC is doing... it is assumed they were keeping an eye out (again, potentially good place for Combat Awareness). Also, keep in mind the HIC, if moving a significant amount, is putting themselves in harms way if the LIC is VERY close to their destination and is probably going to get attacked (unable to parry on top of that) if the LIC does not abandon their effort to get to their destination.
iv. Should "zones of control" (ZOC) be enforced during movement for melee-ready chars? The ZOC could be the 3 front hexes of any melee-capable char. Should opportunity attacks be allowed during movement against chars attempting to enter and then leave a foe's ZOC?
(suggested answer #1 (preferred): Yes, and the char making the attack forgoes any further movement in order to resolve the attack immediately during the movement phase.)
(suggested answer #2: No. Keep it simple. They attack only during the Action Resolution step. The drawback is that there would never be opportunity attacks)
If two foes are engaged in melee and one moves away then (in our games) the one not moving away can choose to make whatever allowable percentage attack they want to at
that time instead of waiting for their normal attack initiative. So, they could attack the one moving away with 60-100% action (assuming melee), then move with any remaining amount, or they can let them go (not attack and keep their activity %) and follow them if they want to or abandon the whole thing and just do something else.
If someone is passing you buy in an adjacent hex the same holds true. If someone runs right past you you can use the opportunity to attack, but again that IS your attack for the round and you may now be getting attacked by someone you were already engaged in melee with. This is important for our combats because a good number of them with be on board a ship. (You can't just run up and down the ship-deck while a fight is going on without potentially drawing attacks).
i. Disengager is the HIC:
Since the LIC moves first, and is engaged with the HIC, it is likely that the LIC will say "no move" in the expectation of a 100% activity attack against the defender. The RMC RAW would allow the HIC to automatically Disengage then flee. The new rules work exactly the same as the RAW with, in our opinion, the same flaws as the RAW, so we would still want the house rule that Disengage requires a Maneuver roll. There is a small issue with the new rules in that because the LIC has already said "no move", then they will have to wait until all other chars have moved before being able to move during the Action Resolution phase (assuming that's allowed in these new rules, which we would probably assume is the case). Alternatively, I think there's scope in the new rules to allow the LIC to abort their "no move" announcement, much like the RAW allows to cancel an action at 10% penalty. In effect everything works the same as the RAW in that case.
I think I see an area of confusion between us. The way we do it there is movement, then actions. Movement does not occur during the action phase. We do let people 'use up' extra action % at the end of the round for movement (and if you are trying to flee an melee engagement you're probably going to draw a FREE attack of opportunity). So a LIC doesn't get to stand still, get attacked by a HIC, then move away during the action phase or at the end of the round scott-free (there's really little difference between them moving during the action phase or using up left over movement at the end of the round). So if the LIC is trying to get away they need to do it before an incoming melee attack, otherwise they are just going to give the attacker a second opening at the end of the round.