Hi Everybody,
I´m returning to GMing MT after a break of 19 years
I have read through a few of the threads on this board about interrupts and I think we are handling them well.
However while playing through a session last night I realised that I had been imposing a restriction on interrupts that I can't afterwards justify from the rules, namely I am not allowing the interrupted player to then try interrupt his interrupter.
Imagine a conflict with just two people Good Guy A (GGA) and Bad Guy A (BGA)
BGA won initiative at the start of the conflict (I determine initiative on tactics pool, highest leadership skill and d6) and attacks GGA with his fist.
GGA interrupts successfully and tries to punch BGA before BGA gets his swing in. As I have been playing it BGA can't then try to interrupt, but if there was another combatant BGB they could, but I am not sure if that is correct as it means I seem to always have bad guys having to rush in from somewhere else in order to save the original bad guy who has been interrupted (yes I am aware of the rule prohibiting people in HTH from interrupting anyone but the person attacking them)
It almost seems as if by going first in the round you are being prejudiced against.
The only relevant quote I could find is player's manual pg 70
BTW when should player's declare movement, it seems that it should be at the start of the turn before anyone moves, so the dm for the to hit roll can be determined by people going first. If so and a speed of 2 is declared, are the players obliged to actually move?
I introduced a home rule to deal with the I have been interrupted and my original action no longer makes sense or I have failed an inturrupt and no longer want to carry though with my action event. I have made it a routine Dex task to update your action or else you are locked into doing the declared action
I´m returning to GMing MT after a break of 19 years
I have read through a few of the threads on this board about interrupts and I think we are handling them well.
However while playing through a session last night I realised that I had been imposing a restriction on interrupts that I can't afterwards justify from the rules, namely I am not allowing the interrupted player to then try interrupt his interrupter.
Imagine a conflict with just two people Good Guy A (GGA) and Bad Guy A (BGA)
BGA won initiative at the start of the conflict (I determine initiative on tactics pool, highest leadership skill and d6) and attacks GGA with his fist.
GGA interrupts successfully and tries to punch BGA before BGA gets his swing in. As I have been playing it BGA can't then try to interrupt, but if there was another combatant BGB they could, but I am not sure if that is correct as it means I seem to always have bad guys having to rush in from somewhere else in order to save the original bad guy who has been interrupted (yes I am aware of the rule prohibiting people in HTH from interrupting anyone but the person attacking them)
It almost seems as if by going first in the round you are being prejudiced against.
The only relevant quote I could find is player's manual pg 70
A unit undergoing a hand to hand combat can try to interrupt the attacker; in this case use the units DEX as a DM in place of movement speed. In effect, two units locked in HTH may interrupt each other, but no other units. Units not engaged in the HTH attack may inturrupt with a fire attack, or they may move adjacent to a unit and conduct a hth attack themselves
BTW when should player's declare movement, it seems that it should be at the start of the turn before anyone moves, so the dm for the to hit roll can be determined by people going first. If so and a speed of 2 is declared, are the players obliged to actually move?
I introduced a home rule to deal with the I have been interrupted and my original action no longer makes sense or I have failed an inturrupt and no longer want to carry though with my action event. I have made it a routine Dex task to update your action or else you are locked into doing the declared action