After a discussion in the comments of yesterday's post, I decided I should make a quick post for my own reference about how exactly we're using the rules.
Evade
As written, except:
- you must make a DX roll to evade an occupant of a hex, friendly or not, to exit on their side of the hex. No one is required to contest it but you must still make the roll.
- it costs +1 movement point to enter an occupied hex, and no additional movement points to move out if you successfully Evade. If you fail, your movement ends.
- Relative SM matters. Apply your relative SM as a bonus (if negative) or a penalty (if positive) to your roll. SM 0 vs. SM 0 is 0, but SM-2 evader vs. SM+1 is a +3 bonus to Evade, while SM+1 evader vs. SM+1 is a -2 to Evade. Relative SM is capped at +/-4. A size difference of 5 or more may mean you can just automatically evade by stepping over - or ducking around - your opponent.
Example:
You (u) going from here:
|00u|
|abc|
|def|
|000|
to in front of them here:
|000|
|abc|
|def|
|u00|
Costs 2 to enter b's hex, then 2 to enter e's hex, then 1 to step in front = 5 move, and take two DX rolls (DX, +5 from behind, -5 standing foe.)
If you're already in the hex with your opponent, it costs the normal movement points to enter the hex you're Evading into.
***
That should work - it's what we do now, with formalized rules for SM and the additional of the movement point cost that Basic Set & DFRPG Exploits apply unevenly as I read them.
I like it, but I'm not going to use Relative SMs. There is no time where being Larger should give a bonus, on either side (and Relative SM would do that). Big SMs take up more space in the hex and that should //never// make it easier. And if both are smaller it should be easier, where actually using Relative SM wouldn't
ReplyDeleteAlso, you're using both Relative and non-Relative in your examples ("while SM+1 evader vs. SM+1 is a -2 to Evade" is Non-Realtive SM), and I don't like mixing between the set-ups.
Also I almost never use Relative SM, I don't like it, except kinda, but not really in Grappling (and there it's less "using Relative SM" and more "reducing bonuses or penalties by the smaller amount").