Hello.
I know this topic had been discussed before in other threads, but I'd like to see if there's anything I've missed. Please correct me if I'm wrong on the following:
1- The rules state that you need only perform one manoeuvre to safely disengage.
2- The "otherwise they may be attacked" part is just fluff. You simply can't disengage without performing that manoeuvre.
3- You do not need to perform the disengage manoeuvre to disengage from an engagement consisting only of friends and allies characters, but you do need to perform an engage manoeuvre to engage a friendly character within close range.
4- It costs only a total of 1 manoeuvre to disengage from an engagement with any number of enemies.
5- Once disengaged you end up within close range, presumably right next to your enemy (or enemies), but still need to perform an additional manoeuvre to move anywhere else within close range.
6- Once disengaged, you can use any ranged attack or spell action card normally as not engaged, even though you were engaged at the start of your turn.
Is that correct?
If it is, it seems that will create a lot of "step-back-and-fire" situations that I think are pretty stupid roleplaying-wise. Even with cards that say you can't be engaged to use them, you'll probably be able to perform that disengage manoeuvre at no cost 90% of the time (unless you are affected by some condition that hinders or prevents it, but those are rare).
That means a crossbowman who gets engaged and attacked by 3 beastmen could simply step back (free), load his crossbow (1 fatigue) and shoot a beastman. Meanwhile, the beastman just stand there looking at him dumbfounded, thinking about how stupid that rule is! ; )
I'm being a bit harsh, I know, but still, the whole idea of being in an engagement is that everyone moves around but they are all matching each other's movement. That means you can't simply step back, even a few paces, without having your opponents do the same and keep you from reloading that crossbow!
I was tempted to make all cards with the "not engaged with enemy" requirement unavailable if you start your turn as engaged, and actions which add to difficulty while engaged (as some spells do) keep doing so under the same circumstances. Seems like an easy fix, but it sort of contradicts the melee cards which stated "must be engaged", and do not require you to be engaged at the start of your turn, and it doesn't really solve the problem of it being too easy to disengage without being followed in the first place. So, here are a couple ideas I had:
- If my points 1, 3 and 5 or correct, then one could interpret the rule (without changing it) as disengaging from a hostile engagement as a movement manoeuvre that costs an additional manoeuvre to safely disengage. You see, the rules state that you don't have to make the disengage manoeuvre to disengage from allies, but you would still have to make a movement manoeuvre to move anywhere else within close range. Hence, if you don't perform a movement manoeuvre, you still are engaged, no? Otherwise, if you can disengage from them without a manoeuvre, why would you need to perform on to re-engage with them?
So, while you have to perform the disengage manoeuvre to disengage from hostiles safely you are still not going anywhere unless you also perform a movement manoeuvre. That means that disengaging actually requires a movement manoeuvre AND a disengage manoeuvre, so it will (usually, unless special talents or abilities come into play) cost at least 1 fatigue for a character to move far away enough from an engagement to be able to do something safely. If doesn't really prevent step-back-and-fire actions, but at least there is a fatigue penalty to disengaging from hostiles.
- As for point 4 (multiple enemies), I agree with some here that the purposely open rules design certainly allow the GM to determine that disengaging from a certain number of opponents, depending on the circumstances, could warrant an opposed Coordination, Athletics or Weapon Skill test, or even require the Perform a Stunt action as well.
- Now, I think that this rules call by the GM could also be made if the player wishes to take an action that would normally be very difficult to do if you were first engaged with an opponent. Take my crossbowman example. The GM could state that since he is trying to reload his crossbow while disengaging and still have enough time to turn around and shoot before the beastmen catch up to him, the crossbowman's player will have to make a coordination test (with the dodge specialisation (you see, that spec can actually be useful!)) opposed to the beastmen's weapon skill or athletics (both being stength anyways) representing there efforts to catch up to him and hew him down. The DM also adds 2 misfortune dice because there are 3 beastmen (1 beastman +2 allies) and an extra misfortune by spending an aggression dice (they really don't want him to get off that shot).
If the test is successful, the character makes his attack as normal, but banes could generate misfortune dice on his attack. If unsuccesful, boons could say that he managed to move away safely, can't pull of the shot in time. Banes, or chaos stars, could mean he doesn't get away after all, or worse.
So, how do you handle this?