I'm having a little concern with the current design of movement.
It seem too easy to disengage from melee characters. Most games have either a disengage mechanic that is part of the action economy or, attack of opportunities.
In L5R, running away from a melee character is as easy as running after one, which can create some weird situations and I would rather the disengaging character be given a tiny drawback for disengaging (or maybe give a charge action to melee characters so that they can run and do some kind of not too damaging attack).
A few time I ran into the situation of a melee character using the maneuvre action to close the gap, then the opponent just also used a maneuvre action and ran away, only resetting the range and wasting both characters action (which in this case is advantageous to the ranged or lightly armored character running away)
any ideas ? Optimally, I would like to keep this add on rule as simple as possible, and altering the original rule as lightly as possible (so no crazy new complicated action or rework of the entire movement system),
Edited by Avatar111