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Four Phases in a Melee Round (Resolution of Missiles)


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I'm a little confused by the logic of putting the movement of non-engaged characters (phase 2) before the resolution of missile attacks and spells (phase 3).

If I'm reading this correctly, a non-engaged melee combatant can move half his/her movement, close in on a target that is armed with a missile weapon, and attack before that target gets a chance to fire. Wouldn't it make more sense to have phase 2 include both the movement of non-engaged characters AND the resolution of missiles and spells? Then in phase 3 resolve melee? Thanks in advanced for any clarification.

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We went on Strike Ranks, with movement taking up some Strike Ranks. It makes sort-of sense to move everyone at the same time when using figures on a battle-map, just so you can see where everyone is, but moving by strike Ranks is easier when casting spells/firing missiles.

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I only allow "movement-first" when that character is -- and remains, for the entire melee round -- unEngaged, non-casting, not firing missiles, etc.

If they are moving with the Intent to Engage/Etc, and/or someone else's SoI will bring the moving character under attack, or into an Engaged situation... then the "moving" character moves in SR order, beginning on their DEX rank.

 

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2 hours ago, g33k said:

I only allow "movement-first" when that character is -- and remains, for the entire melee round -- unEngaged, non-casting, not firing missiles, etc.

If they are moving with the Intent to Engage/Etc, and/or someone else's SoI will bring the moving character under attack, or into an Engaged situation... then the "moving" character moves in SR order, beginning on their DEX rank.

My group just bashed its head against the OP's question for a couple of hours. This is basically the solution we arrived at, but it runs counter to most modern players intuitions for how combat works. My players' primary fantasy game experience is 5e and that game allows characters to move, attack, then move again. You can also attack first, then move. RQG's design assumptions run contrary to those habits. Today's session had a lot of frustration.

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