Antalon, the dynamic environment concept will be used heavily. Tables and chairs in a room, trees and rocks outdoors, stalagti...stalagmi...stalagmitites in caves, all these will affect combat. I have other ideas in mind, too, and I'd mention them here except an industrious player might read behind me and I don't want to spoil the surprise.
These things are not to torture the PCs, of course, that's just a perk, but to encourage them to think. And the best way to encourage this is for the NPCs to act that way, and then to reward the PCs for using their noggins for something other than airbags for blunt instruments.
Dax, I'm confused by the following:
I love the RM Combat system for its realism. But it is (for me) not an action-realism, it is a damage realism. (The Combat Maneuvers shows that it can be introduced.)
What do I mean, an example: Feinting.
The attacker moves to make his opponent think that he is attacking low, but strikes high.
But he sacrifice something (call it OB) to cancel opponents defense (DB).
Such moves are incorporated into the Combat System.
Is this something in RMC that you're referring to?
After reading both your comments and thinking on it some more myself, I think the dynamic combat concept can only be resolved with a MM. For example, Jones is fighting Smith, and Jones wants to Press Smith backward toward a wall, hoping to pin him in (lose QU from DB).
First, Jones needs to move around Smith a little, by exactly 60 degrees coincidentally, to put Smith directly between Jones and the wall. Since the adjacent hex where Jones wants to move is not occupied, he may slide over there while maintaining combat with Smith, and taking an OB penalty equal to the % move required for the shift (normally 10% for BMR 50). Smith may elect to slide with Jones, taking the same OB penalty and effectively canceling Jones's move, or he may stay where he is. If both move then they just shift one hex without any change in facing. (Considering initiative, this won't exactly work. I'm going to have to think about it some more.)
Let's say Smith stays where he is and now Jones has his foe where he wants him. But, it's the end of the round and a d10 roll is made for a random shift for Jones/Smith: the die roll is an "8" so no movement occurs.
Next round, Jones puts OB 20 into a Press in an attempt to get Smith to back up one hex. (Thinking while I'm writing: perhaps it would be more consistent with the rest of the combat rules to define a Press in percentages of action for the round.) The 20 points are a mod to a Routine MM roll--results of 100% or over are mods (by percentage, not points) to Jones's OB, results under 100% are percentage mods to Jones's DB. This reflects the fact that Jones cannot actually force Smith to back up, he is just making an aggressive move to encourage Smith to back up. If the MM goes well Jones's OB goes up but if he goofs he has opened himself up to Smith. Smith may elect to put some of his OB into Standing his ground; this would subtract from Jone's MM roll.
If Smith elects to Give Way and back up one hex (in response to a press or otherwise, like to lead Jones into danger, or just because he's getting whipped) that is treated as a Dodge with the following changes: it is a 110% move (100% Dodge, 10% move), and it is rolled as a medium MM.
This all assumes each foe elects to stay engaged. If, as another example, Jones (not Pressing) decides not to follow Smith (who has Given Way) then Jones gets no attack, though Smith's DB bonus, if any, would still apply to anyone else in range making an attack.
This all sounds very complicated when written out, like a lot of things in RM, but at the game table would be more like:
"New round, everyone declare your actions."
"Jones Presses Smith with 20 points."
"Smith Stands with 30 points."
Since Jones's Press MM roll may affect his DB, he must roll the MM regardless of who has initiative. If Smith gets initiative he then gets the benefit of any DB mod from a bad Press, and if his attack results against Jones results in Jones losing his attack then Jones also loses any OB bonus he may have gotten from a good Press roll.
For evenly matched opponents a Press will hardly be worth the effort, and that's intentional. It should not be easy for someone exercise such control over an opponent. It will take a strong foe to have the OB to spare to get a high enough maneuver roll to make it worth while. There will certainly be a point of diminishing returns; after sacrificing OB for a Press, you still need enough OB to be multiplied to good advantage. In the extreme case, putting 100% OB into a Press serves nothing because even if the max Press result is attained, 150% of OB 0 is still OB 0.
This probably still needs tweaking as I haven't run the numbers yet, and it may boil down to a simpler mechanic more in line with what's already in the rules.