Or, just not care, because it's not like someone can avoid getting swung at, even with high DX and high MA. That is, I'm not sure if you already realized this or not, but having figures move and attack before another figure moves (and sticking with alternating turns), already ensures the "right to counterattack".
Example: If Dextrous Dan moves first and runs up and attacks Slow Sam, and Sam survives until his time to act, Sam then gets to attack Dan.
This will be true as long as no one takes Sam out of action before Sam acts, just like in TFT, especially if actions all must take place after the figure's movement is complete. Though even that wouldn't necessarily have to be a rule either.
PvK At 06:11 PM 11/20/06 -0700, you wrote:
Right, I see where you're going. As I see it, you'd want some sort of "final strike" option if a figure with higher DX moves away and the lower DX figure doesn't want to follow. That is, as TFT stands, the lower DX figure *eventually* gets to strike back at the higher DX figure, assuming that he lives that long. Problem: this means that when the higher DX figure backs out of melee to race across the map, he has to allow a bunch of lower DX figures who had him ("engaged") to go first. Possibly a DX penalty for the lower DX figures, since they don't have a full turn to look for an opening on the swing? OTOH, your rule set would in fact allow the "mad weasel" defense we discussed previously, so maybe the "final strike" option is a bad idea. Hmm.... Craig #B
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