Maneuvers in combat... help me understand.

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Steve of the Red Fez

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Mar 15, 2013, 7:00:29 PM3/15/13
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I understand the basic concept involved in maneuvers. I get that every round a character/NPC gets a free maneuver and an action. I also get that you can suffer a stress to perform an extra maneuver. Here is where I have a disconnect:

I've read people talk about the value of disengaging from a foe and how it can be a big deal in combat, but I don't get it. Doesn't it work like this...?

Character #1 goes - Attacks the orc and perform a maneuver to disengage from combat.

Orc #1 goes - Maneuvers back into close combat with the character #1 and attacks.

This is correct, right? So where is the advantage? Even if I stretch it out as follows...

Character #1 goes - Character #1 has already lithely dance into combat on the previous round. His turn arrives in round 2 and he attacks the orc, then uses his maneuver to dance out of range of the orcs return attack (i.e. disengage) and then spends a fatigue to perform ANOTHER maneuver to go from close to medium range. That'll do it, right? 

Orc #1 goes - Uses his free maneuver to get into close range, then spends a fatigue (taking the necessary damage if he is a henchman) to get back into close combat with the character #1 and attacks.

Have I missed something? I ask because it seems extremely lackluster on the tactical front. The whole concept of hit and run characters pretty much falls apart here.

Oh, and one last thing (this was going to be a BIG part of my Sunday demo, so I am very interested in the answer): According to the rules, a net has the following rules:

Net    DR = none          CR = none          Range = close          Qualities = Entangling         Group = thrown

According to the rules, entangling causes the target to lose their free maneuver. However, if they spend a fatigue they can remove the net automatically which isn't very dramatic. Am I correct on that? granted, I can just say they have to make an agility or strength test to escape, but still... it seems like a poor idea in a fight except to slightly slow down the party. Am I correct?

Philippe Boujon

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Mar 15, 2013, 7:06:28 PM3/15/13
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First of all, are you using the expanded GM toolkit rules that has more maneuvers, such as aim, assist, prepare? If not, then indeed maneuvers aren't that much useful.

However, you forget that boons allow additional maneuvers. A hit and run character is one that will want to specialize in getting lots of boons, that is in having lots of white. For example, a pistolier with the right talents and specializations can have up to 3 whites when attacking with a ballistic weapon. He probably will get lots of boons, and can thus use them to close in the target, fire at close range, and move away far.

Similarly, a wardancer would do the same but on the ground, or a duelist.

Then, if you allow aim, assist, prepare, there is a lot more that can be done tactically.


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Josiah Leis

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Mar 15, 2013, 7:08:06 PM3/15/13
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Your understanding of maneuvers is correct.  I think what you are not understanding is the value of cards that allow you to "perform a free maneuver  or "disengage for free".  In your example with the elf, suppose that he rolled 2 Boons with a Melee Strike and uses that Free maneuver to disengage, then uses his Free Maneuver from his turn to move to medium distance.  The Orc now has to spend Fatigue (which is for him damage) to keep up with him.  Granted, this isn't the biggest deal in the whole world, but over the course of a fight getting lots of Free Maneuvers does add up into lots of extra Fatigue or Damage for the opposing side. 

Your understanding of "Entangling" is correct in that when hit with a weapon that has "Entangling" you do not get a Free Maneuver on your next turn.  However the Net specifically also has the effect of causing you to ONLY be able to "remove the net" as your next Maneuver  which since you don't have a Free one means you must spend Fatigue.  A bit confusing, since the description for one is under Entangling and the description of the other effect is under the Net description.    

Philippe Boujon

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Mar 15, 2013, 7:08:10 PM3/15/13
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As far as the net, yes it's useless as it is now. You could indeed force a strength or agility check. I think the net as it is in the Player's Guide is more akin to a bolas that can easily be removed. Also, the turn that the NPC remove the net/bolas, he still loose his free maneuver, and he has to spend a fatigue to remove it. So, for 1 turn, he is immobile and incur a fatigue. It is useless to stop someone to flee.

Philippe Boujon

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Mar 15, 2013, 7:09:21 PM3/15/13
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Eh I meant it is "usefull to stop someone to flee". I am just tired today.

Steve of the Red Fez

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Mar 15, 2013, 7:49:51 PM3/15/13
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I just realized, I think the net would only be worthwhile if the character needed to "perform a stunt" to remove it (i.e. use an action). After all, the foe to get into close range and then "waste" an action on making a successful ballistic skill test to throw the net onto the player. That's a lot to go through only to have the player take a fatigue and be otherwise fine... especially when the net-thrower is now perilously close to the character and has put himself in mortal danger of that character's retribution! I think an action to remove the net is fine. Maybe generating lots of successes or boons will permit the character to do more than just remove the net (make a basic melee attack, perhaps? They'd have to spend a fatigue to get a maneuver, but still...)
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