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Matt_E wrote:Welcome to the tribe!
Yes, you must spend an AP on trying to Change Range, whether or not you succeed. That makes the related Special Effect extra valuable, as it does not cost an AP.
Both proactive and reactive actions cost an AP each. The only actions that don't cost AP are specifically designated as Free Actions. Again, bonuses from Special Effects do not cost AP. This is one of many reasons why your players might decide not just to use Choose Location (Head) all the time...
No, you don't have to send an AP - you have the option to. If you decide to use an AP, you can try to hit him (and let him change range if you don't incapacitate him) or try to oppose the change. If you don't/can't spend an AP, he can change range unopposed.CabaioMonte wrote:So if someone tries to change range to get near me i have to spend AP to try to hit him and suffer the penalty of having him in reach if he succeds the evade roll?
Belgath wrote:For me learning combat. I would take the framework that I understood and run combat then each time add another pice to it this worked vary well for me. All so wen I start with a group of new players I do the same thing, usually give them three special-effects to start with. Each session Adding more. But the new Combat cards will make this much easer. And as a new GM I would highly recommend him them even if it's just for yourself having them laid out In front of you Will help you visualize combat if you forget something you can pick up a card and read it. With out having to turn back and forth in the book.
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