elenttar
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Combat Actions & Reactions

Sat 17 May 2025, 08:13

In this section I want to list some things that I consider should be restored in the new version of the previous version:

1. Assume overwatch position: This quick action allowed to guard a position and give advantage to the players knowing that a threat was coming, with the new rules of stealth and cover I think it would have been perfect and would have been more exploited.
2. Blocking - Defend: I think that the clarification of blocking unarmed should continue as it ensured the need for some tool or weapon to block against a xenomorph, plus it should be given the opportunity to continue counterattacking or disarming.
3. Retreat: I think that the attack of opportunity should be considered in this new version and also give the rules to retreat.
4. Dodging: I consider that this reaction would not be possible since being faster than a bullet is not very credible, I consider that it should be reformulated or removed. Maybe giving it some penalty (like in Call of Cthulhu that when you take cover you give up your next action).
 
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Jehan Menasis
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Re: Combat Actions & Reactions

Tue 10 Jun 2025, 15:57

4. Dodging: I consider that this reaction would not be possible since being faster than a bullet is not very credible, I consider that it should be reformulated or removed. Maybe giving it some penalty (like in Call of Cthulhu that when you take cover you give up your next action).
 
I don't think it represents literally dodging bullets, but more of a "get out of the way" maneuver, in which you actively try to make yourself a difficult target, and so, the roll to hit you is now an opposed roll, rather that a standard one. In action films, you constantly see characters crouching, rolling or jumping through bullet storms, and they are not faster than bullets, they are just making themselves harder to hit.
 
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Ninchilla
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Re: Combat Actions & Reactions

Thu 12 Jun 2025, 13:11

1. Assume overwatch position: This quick action allowed to guard a position and give advantage to the players knowing that a threat was coming, with the new rules of stealth and cover I think it would have been perfect and would have been more exploited.
I might houserule that PCs can use their quick action to ready any full action - not just "I'm going to shoot if anything comes through that door", but stuff like, "As soon as everyone's in the APC, I'm going to floor it," or, "Once she gets here with the keycard, I'll roll COMTECH to try and lock the android the escape pod."

2. Blocking - Defend: I think that the clarification of blocking unarmed should continue as it ensured the need for some tool or weapon to block against a xenomorph, plus it should be given the opportunity to continue counterattacking or disarming.
I like the new version. Sure, it might not be entirely realistic that I can avoid a xenomorph attack while unarmed, but it doesn't necessarily represent getting something in the way of the claws - I could just be rolling or dodging to make myself harder to hit.

3. Retreat: I think that the attack of opportunity should be considered in this new version and also give the rules to retreat.
Tough call on this one; I do feel like getting out of Adjacent range should pose some kind of risk or threat, but against a Xeno the old version could be instantly fatal. I'd possibly just rule that disengaging from Adjacent takes a full action, rather than a regular move.
 
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ApocalypseDan1
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Re: Combat Actions & Reactions

Thu 12 Jun 2025, 17:36

I might houserule that PCs can use their quick action to ready any full action - not just "I'm going to shoot if anything comes through that door", but stuff like, "As soon as everyone's in the APC, I'm going to floor it," or, "Once she gets here with the keycard, I'll roll COMTECH to try and lock the android the escape pod."

Tough call on this one; I do feel like getting out of Adjacent range should pose some kind of risk or threat, but against a Xeno the old version could be instantly fatal. I'd possibly just rule that disengaging from Adjacent takes a full action, rather than a regular move.
I love these adaptations, I believe I'll house rules these into my games as well. Great suggestions!
 
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Ninchilla
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Re: Combat Actions & Reactions

Thu 12 Jun 2025, 18:07

It does occur to me that just swapping initiative might accomplish most of the "ready a full action" function I suggested...
 
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Jehan Menasis
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Re: Combat Actions & Reactions

Thu 12 Jun 2025, 22:10

Also, remember that there's already the 'Block movement' rule to prevent people from moving through other creatures' space. It can be easily adapted to require a Mobility vs Mobility opposed roll, if you want to somehow restrict 'disengaging'.

Failure on the roll could mean that you aren't allowed to disengage (and wasted your quick action), or even that the opposing creature may actually grapple you back, as you fail to disengage (if you want to be extra-nasty).
 
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Re: Combat Actions & Reactions

Sat 28 Jun 2025, 01:52

4. Dodging: I consider that this reaction would not be possible since being faster than a bullet is not very credible, I consider that it should be reformulated or removed. Maybe giving it some penalty (like in Call of Cthulhu that when you take cover you give up your next action).
 
I don't think it represents literally dodging bullets, but more of a "get out of the way" maneuver, in which you actively try to make yourself a difficult target, and so, the roll to hit you is now an opposed roll, rather that a standard one. In action films, you constantly see characters crouching, rolling or jumping through bullet storms, and they are not faster than bullets, they are just making themselves harder to hit.
But it's specifically called dodging. There is a separate cover mechanic and how to get into cover. Dodging could've been easily described as jumping into cover (which is still a lot slower that the shots coming your way) but it just isn't. It's described exactly as it sounds like, dodging bullets. And just because a lot of films do that, doesn't mean IMO that every film trope is appropriate in the Alien universe. It is somewhat grounded. I don't think every stunt form The Fast and Furious franchise for instance should be implemented in it, for instance.

Free League is strange about reinventing the wheel sometimes. They have their other books that solve some rules in beautiful simple ways. And instead of using that, they complicate things unnecessarily sometimes. Their other RPGs, for close combat, let you use Defend or Dodge, you choose. But those defenses don't exist for range combat. Simple, makes sense. So why they changed that for this edition, I just can't understand.

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