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 Post subject: Withdrawing from Combat
PostPosted: Sat Dec 21, 2013 2:15 am 
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Joined: Fri Sep 27, 2013 8:25 am
Posts: 573
Location: Dallas, TX
I know WH isn't meant to be a tactical game by any stretch. Well, maybe a little stretch. Something though that came up tonight was withdrawing from combat. There doesn't seem to be anything in the book, other than the inference that you can go defensive and beat feet through any Area that isn't obstructed. It felt a little loosey-goosey for my tastes in play, so I'm thinking of cooking a few things up. But first I wanted to make sure there wasn't anything I was missing.

Tom

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 Post subject: Re: Withdrawing from Combat
PostPosted: Sat Dec 21, 2013 10:41 am 

Joined: Fri Sep 27, 2013 12:08 am
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Tom,

The basic design philosophy behind WH is that it's not to be tactical ala' D&D but but more cinematic in style. Whenever I run WH, I see the interaction between players as a movie in my mind. If Player A wishes to disengage from combat, I visualize what the opponent would do, what's in the immediate vicinity, etc. For example, if it's logical for Player A to cross swords, push off his opponent and run away while his foe is off balance, then I allow it. If the opponent is solely focused on Player A and has a vested interest in seeing him dead, even at the risk of his own hide,then the Player would have a harder time of getting away.

GMing a WH game is as much an art as a science ,perhaps more so depending on your play style.

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 Post subject: Re: Withdrawing from Combat
PostPosted: Sat Dec 21, 2013 10:52 am 
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Ah, so the question isn't "how do you get away," but "what do you do to get away." I like it!

I sware, 3e and the RPGA ruined me in so many ways as a GM. :/

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 Post subject: Re: Withdrawing from Combat
PostPosted: Sat Dec 21, 2013 11:09 am 

Joined: Fri Sep 27, 2013 12:08 am
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LOL - while I know that 3E is the favorite system for many people and for some of the younger players, that's all they know, but IN MY OPINION, by trying to quantify everything it took some of the magic out of the game and turned it into an algebraic equation. For those that like that, great. Me? I believe that rules are mere guidelines that help tell a rousing good story. And when they get in the way of doing that, they need to be bent, spindled or mutilated.

This is not meant to start a Flame War/Edition War, but as insights into my play philosophy only.

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