Reactive movement

EricNoah

Adventurer
I'm gonna give these options a try in a game when I get a chance and I'll let you know how it goes:

------------

Reactive Movement: Under certain situations you may move when it is not your turn, as an immediate action. In all cases where a 5’ step is allowed as a reaction, you give up your ability to make a 5’ step on your next turn, and you may never take more than one 5’ step as a reaction. You also can’t perform a reactive movement if you are flatfooted. The three Reactive Movements are Hit the Deck, Take Cover, and Give Ground.

Hit the Deck: Any time you are forced to make a Reflex save to avoid an area effect, you may opt to “hit the deck.” This adds +2 to your Reflex save, but it leaves you prone until your next action. You may only “hit the deck” if you are not already prone. Once you are prone, you suffer all appropriate penalties for being in that state.
o Evasion: If you have Evasion, “hit the deck” grants you +4 instead of +2 to the save.
o Tumble: If you have ranks in Tumble, you can attempt a Tumble check vs. the original Reflex DC; success means you “hit the deck” but kip/flip right back up to a standing position; thus you are not prone after this move.
o Example: Vangkor the Wizard sees a fireball incoming and really, really doesn’t want to suffer full effects. He hits the deck, gaining a +2 to his Reflex save, which he makes (taking half damage). Until his turn comes up, Vangkor is prone – he gains a +4 to his AC vs. ranged attacks but a -4 penalty to his AC vs. melee attacks; furthermore, he can’t “hit the deck” any more this round because he’s already as low as he can go. When his turn comes up, Vangkor stands up (drawing an attack of opportunity and using a move-equivalent action), and then casts a fireball of his own in retaliation.

Take Cover: You can take a 5’ step once per round outside of your normal turn to move to a position of cover (if there is any cover within 5’), granting you a +4 cover bonus to AC until your next turn. When you Take Cover, you lose your 5’ step when your next turn comes up. This cover also grants you a +2 cover bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this cover bonus. If there is no cover within 5’ of you, this action doesn’t help you but still costs you the 5’ step.
o Shield Maneuver: You can crouch down behind a readied heavy shield or tower shield once per round to gain a cover bonus on Reflex saves (same conditions as above); a heavy shield grants a +1 cover bonus, while a tower shield grants a +2 bonus. This maneuver counts as a 5’ step, depriving you of that option on your next turn.
o Example: Kurdor the Rogue is under fire from a crossbowman. As the crossbowman aims, Kurdor spies a barrel 5’ away. He nimbly leaps behind it and instantly gains a +4 cover bonus to his AC, which helps him avoid a painful experience. When Kurdor’s turn comes up, he pulls out his shortbow and fires an arrow from behind the barrel; not surprisingly, the crossbowman takes cover behind a nearby pillar, gaining his own +4 cover bonus.

Give Ground: You can take a 5’ step once per round outside of your normal turn to back away from an attacking opponent. This grants you a +1 Dodge bonus to your AC vs. one adjacent opponent you select until your next turn. Your opponent selects the direction of your move, but it must be away from the opponent. If your opponent hasn’t moved during his turn, he may be able to follow you with a 5’ step of his own to attack; otherwise, this tactic may end your opponent’s ability to attack you for the round. When you Give Ground, you lose your 5’ step when your next turn comes up.
o Fighting Defensively and Total Defense: If you are Fighting Defensively or on Total Defense when you Give Ground, your opponent doesn’t automatically get to direct your movement. Instead, the two of you make opposed attack rolls – the winner gets to determine the direction of the move. The move must still be away from the opponent (generally into one of the three squares to your rear).
o Combat Expertise: Giving Ground grants you a +2 Dodge bonus to AC instead of +1 if you have the Combat Expertise feat. Also, your opponent doesn’t direct your movement if you have the Combat Expertise feat – unless he also has this feat. In that case, you make opposed attack rolls as described above. Finally, if you have Combat Expertise, you can select any adjacent 5’ square, not just the ones to your rear.
o Example: Rand the Fighter is in over his head, as a superior swordsman is raining blows on him left and right, when to his horror he notices that one of the swordsman’s blades is poisoned. Rand is already fighting defensively but he decides he really, really wants to avoid that blow, so he gives ground. The combatants make opposed attack rolls to see who is directing the movement – Rand fails, and so the swordsman forces Rand back and to the left, five feet closer to a nearby river of lava. But Rand gains a +1 dodge bonus to his AC in addition to the bonuses for fighting defensively, and the swordsman is forced to take a 5’ step of his own in order to keep up the attack. Rand avoids being hit. When Rand’s turn comes up, he’s in a bit of a pickle – he can’t take a 5’ step now, so he can either perform a full attack and stay in place, or he can attack and move (which draws an AoO during the move), or he can back out of the area and take no other action (avoiding the AoO).
 
Last edited:

log in or register to remove this ad

They seem for the most part to be okay to me. Though i would make diving for cover be a reflex save to see if they get there before they get shot.

-Sravoff
 

I like these.

Compare to:
Jump for Cover: sacrifice your next standard action and fall prone in order to reduce damage from a melee attack in ½. You take full damage unless you succeed in a Reflex save against the attacker’s roll to hit roll. On a failed roll, you take full damage, lose your next standard action, and are still prone. As a side effect of this action, whether you succeed or not, you may make a 5’ move out of turn.

Maneuver Foe: as a standard action, you make an attack roll against AC (10 + your foe’s attack bonus). If you hit, your foe must either move 5’ in a direction of your choice or be flat-footed against you for 1 round. If you miss by 5+, you provoke an AOO from that foe.

(from http://www.enworld.org/showthread.php?t=136824)
 

Eric, really nice work. Are these OGC or can we use them?
I think "give ground" is basically just a time-buying move, right? Until your allies get there or something changes?

Btw, Phaedrus I think the "Jump for cover" option should apply to ranged attacks, not melee attacks. I think I said something about this in the thread.
 

I like them. I like "Hit the Deck" best (I also like the name "Rand" by the way...)

Ahem

Interestingly enough, I'm going to press the idea of some movement out of turn to my gaming group later on, probably next game (As a player. I'm just going to say "I do this" and watch the ensuing chaos. Normally I think talking about things before trying them is the best way, but apparently this particular GM doesn't like that. Yup. Surprised me too.).

Essentially I'm going to hide behind something, and then state that I hold the rest of my move to move around that something while the creature looking for me tries to find me. Assuming I have enough movement in a non striktly turn based game that makes perfect sense...
 


EricNoah said:
Reactive Movement: Under certain situations you may move when it is not your turn, as an immediate action. In all cases where a 5’ step is allowed as a reaction, you give up your ability to make a 5’ step on your next turn, and you may never take more than one 5’ step as a reaction.
Is this an umbrella rule to cover things like Take Cover and Give Ground or does this just let you use your 5-foot step out of sequence in general? You can't use your move action to move the rest of your speed when your turn does come up right?

You might want to change the action type from an immediate action to a special free action since by the RAW an immediate action counts as your swift action for the round which in turn preempts the use of a quickened spell. Or is this effect intended?

EricNoah said:
Give Ground: You can take a 5’ step once per round outside of your normal turn to back away from an attacking opponent.
The Fighting Defensively and Total Defense options make this very cool. It conjures up images of swashbucklers battling back and forth near a dangerous ledge each one jockeying for position.
 

Chorn said:
Is this an umbrella rule to cover things like Take Cover and Give Ground or does this just let you use your 5-foot step out of sequence in general? You can't use your move action to move the rest of your speed when your turn does come up right?

You might want to change the action type from an immediate action to a special free action since by the RAW an immediate action counts as your swift action for the round which in turn preempts the use of a quickened spell. Or is this effect intended?


The Fighting Defensively and Total Defense options make this very cool. It conjures up images of swashbucklers battling back and forth near a dangerous ledge each one jockeying for position.

The thing that got me started with this was the concept of immediate actions. Then as I thought about it, there are already two common "reactions" you can make when it's not your turn -- an AoO, and a saving throw. This just adds one more level of tactical options to the table.

Some answers to some questions:

1) "Immediate action" -- eh, I'm not going to worry about it, my players will get it. It's an action you can take outside of your normal turn.

2) "Rand" -- a PC in my Arcana Unearthed game, a fighter/swashbuckler type. There's nothing more to it.

3) "Give Ground" buys you some time hopefully by keeping you from getting hurt. The defender gets to decide what's going to be worse -- being directed/herded in a certain direction, or a slightly greater chance of getting hit. It's a move I've seen a lot in movies, and I wanted to simulate that; and someone over in the Rules forum told me about a "Give Ground" maneuver from some other RPG.

4) "Is this an umbrella rule" -- yeah. I may need to rewrite to clarify, but my purpose is that after you Take Cover or Give Ground, your only movement option on your next turn is a regular move, not a 5' step. So it draws an AoO etc. I wanted the reactive moves to have a cost, so this is what I'll start with to see if it's enough.

5) "Can I use it" -- of course, go for it, tell me how it goes! :)

One thing I'm really curious to witness is if this makes the players more attentive during the times when it's not their turn. :)

And one thing I'm a little worried about is abuse of "Take Cover" as a way to freely step out of the area of effect of spells ("it's a 5' path? hmm, I step 5' to the side, it totally misses me!"). I may need to come up with a guideline about when the decision has to be made (after seeing that a spell is being cast, but before you know precisely where it's going to land ... or something).

And I am going to want to tweak the Take Cover and Hit the Deck options -- maybe find a way to combine them if the PC has a good tumble score -- something where they are really diving out of the way, or flipping up and above the area or something even more "cinematic" (ick, that word! but you know what I mean).
 
Last edited:


I don't know if spells would be a problem, simply rule that aiming a spell and casting a spell occur simultaneously.

So, if the player wants to move before a spell is cast, they can, but they couldn't "dodge" a spell, as they would either move before the spell occurs (allowing the caster to aim anew) or they'd move after the spell occurs (as they cannot interrupt the aim--->cast transition).

These rules would probably make hiding near cover much more important.

Give ground sounds nifty, but for some reason rubs me the wrong way. Don't know why, probably because a feat / reaction that gives your opponent a choice isn't something seen in regular 3.5. You could probably balance this with a dodge bonus being given for each 5' of space sacrificed (up to a certain limit), which would have the nifty little side-effect of making your placement in a duel potentially important, and making "ground" a resource in a 1-on-1 battle.

I like the abilities, but I'd try to implement most of them as feats, otherwise I think you'll be up to your eyeballs in people diving for cover and giving ground. Maybe have a harsher penalty for using these last-ditch manuevers? Perhaps a non-feat version (you lose, say, a move action instead of just a 5' step) and a feat version (you lose a 5' step).

Lastly, I do like hit the deck, but don't really like the tumble check. It makes sense, but does tumble really need to be any more useful as a skill?
 

Remove ads

Top