NEPA Known World
I want to keep the extra damage for using one handed weapons, two handedly (as described in the Rules Cyclopedia) but I also am going to enforce the automatic loss of initiative when you do this. Therefore, characters employing this tactic will gain a +1 to damage upon a successful hit.
The official (and our version) is that a successful check enables a character to fire a bow twice instead of once. Each shot is made with a penalty of –3 to hit. See House Rule #4 for how to perform a skill check. This would normally be a typical task (unless there is something unusual about the combat – like the character is hanging upside down from a tree).
Two or more combatants may attempt to flank their opponent and attack from opposite sides. Should that be successful, the defender suffers a -1 penalty to armor class on all attacks as well as not being able to use his/her shield (if applicable) against one side (chosen by the defender).
A “Zone of Control” exists around any melee-armed character that stops all regular movement entering or leaving any of the 5’ squares around him. If you’re already in one of those squares, you can enter another one, but then you stop. If you try to leave a ZOC it is a fighting withdrawal or retreat.
Here is how it works: You can enter any controlled square (even if you are already in one), but then you have to stop for the round. So, you can move through a ZOC gradually (basically, on your 4th round, you can leave the 3rd square) or you can move from a controlled square in one enemy ZOC to an adjacent controlled square in another enemy’s ZOC. This is neither a fighting withdrawal nor retreat. If you want to leave a controlled square and move into an uncontrolled square, you need to use a fighting withdrawal or a retreat. Moreover you cannot enter any controlled squares during a fighting retreat or withdrawal.
Additionally, no missile fire or spell-casting is possible from within a hostile controlled square. That means that you cannot fire a missile weapon when within 5’ of someone who is attacking you with a melee weapon. As per the normal rules, missile attacks are not normally effective within a 5’ range. If the target is within 5’ and the attacker is using a missile fire device (bow, crossbow, etc.) the attack automatically misses unless the target cannot move. The target must be tied down, grabbed by another character, held by magic or otherwise pinned or else the missile attack will fail.
There are no “attacks of opportunity” against opponents moving between controlled squares, even if they are passing by and around to the rear. The passer is assumed to be defending himself and fighting his way through; it’s just normal combat.
A character can only perform this maneuver when he begins his combat round in hand-to-hand combat with an enemy. With this maneuver, the character backs away from his enemy at a rate of 5’ per round. He makes no attack unless his enemies follow him later in the same combat round and then the character’s attack comes after any attack by the enemy. The character’s attack is the same as a normal attack. If he is not in hand-to-hand combat with his enemy when his turn comes around in the next round, he can go to running speed that next round.
A character can only perform this maneuver when he begins his combat round in hand-to-hand combat with an enemy. The character runs away from his enemy at greater than half his combat round speed, up to his full combat round (non-running) speed. He forfeits the armor class bonus of his shield. Any enemy attacking him later in the combat round (that is, either an enemy who followed him during the round or an enemy attacking with a ranged weapon) receives a +2 attack roll bonus this round. This is the same +2 that characters normally get for attacking from behind (see the Attack Roll Modifiers Table on page 108 of the Rules Cyclopedia).
If the character is not in hand-to-hand combat with his enemy when his turn comes up in the next round, he can go to running speed that next round.