Wednesday, November 20, 2024

More DF Felltower Rules Questions - 11+ Move

One of the PCs is on the verge of Move 9, which is a Haste spellstone away from Move 11. Per DFRPG Exploits, p. 33, this means he can get a two-hex step.

A few questions arose related to it and indirectly connected to it.

Does this net a two-hex Retreat?

No. My ruling is no. Although Retreat says "one step (p. 33)" and "normally one hex," I don't agree that it therefore gives you two hexes when you have Move 11+, nor that it gives you two, one-hex Retreat options. I understand the logic and the reading there, but I think allowing a 2-hex retreat (or worse, two one-hex retreats) doesn't play nice with Felltower's approach or the pricing of Great Void (DF Denizens: Swashbucklers, p. 27), which costs 10 points to get +1 hex on a single retreat. Also, there is precedent - the PCs have fought a number of monsters with Move 11-20 which did only a one-hex Retreat but had a two-hex Step, and for a brief while Galen was running around with Move 11 (thanks to Haste spells) and didn't get a two-hex retreat. It's just how we've played it and will continue to play it.

Can I buy Great Void?

No, not unless you're a swashbuckler. I agree it might make a really nice advantage for some Martial Artist types, but I'm not willing to just put it out there at this point.

So can I (list a million things here not described in the box)?

No, not unless it explictly says so in the box on p. 33 of Exploits. No, you don't double the size of all of your steps and get 4 with Committed Attack. No, you don't get to save steps between turns. No, you can't turn some of your steps into Retreat. No, no, no. Only what it says there in that box.


DF Felltower is a weird blend of DFRPG and DF, with its own flavor, so the above might be "wrong" by official standards, but I'm happier with that result.

2 comments:

  1. I think it is reasonable to allow creatures with Move 11-20 to have 2-hex Sideslip or Slip (from MA:124, if you use those rules). Since "each sideways or backward hex costs two movement points" (B:386), it is reasonable to assume that when retreating backwards or into the side hex you still move only 1 hex even if a retreat gives you 2 movement points. Technically it may be possible to retreat into your front hexes or sideslip into your side hex (and so on), since it depends both from your facing and the position of your enemy, but that may be a bit too complicated.

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    Replies
    1. I think that could be a good ruling if you're using Sidestep or Slip. We're not in DF Felltower, so I don't have a chance to playtest it and see how it goes.

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