So, I've been thinking about doing TV-show fist-fights in SWADE (maybe I'll make a fuller post on that later), and one common tactic when 1 hero is up against 4-6 mooks is to spend the first round or two to push them back and possibly knock them down. Unfortunately, getting up and moving back to melee range doesn’t impose a time penalty in SW (max push distance is 2”, plus 2” for getting up, well under the 6” per round limit). So why bother Pushing? What if, on a Raise, they fall down and become Shaken? That way, even if they get back to the hero, there's at least a chance they won't be able to attack in the same round.
In addition, since Pushing is an Opposed roll, depending on the circumstances, the chances of the hero succeeding against even one opponent are often lower compared to, say, just punching them. So, what's the point? And add in the MAP for pushing more than one mook per round, and the chances are even lower. I don't know what to do about this.
In addition, since Pushing is an Opposed roll, depending on the circumstances, the chances of the hero succeeding against even one opponent are often lower compared to, say, just punching them. So, what's the point? And add in the MAP for pushing more than one mook per round, and the chances are even lower. I don't know what to do about this.
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