Niccodaemus
First Post
I think the issue, after long thought, is movement. Each issue seems to deal with movement somehow, as in, "I should have been able to do this before he moved that far!"
Here's an example the he came up with to stress his point. Consider a PC facing a bad guy 10 feet away. Then, place a little child right behind the PC. In a straight line, you end up with: Bad Guy, empty 5' square, PC, child.
The bad guy is trying to kill the child. The PC is protecting the child.
Roll initiative. Bad Guy wins.
The bad guy can actually move 30' around the PC's threatened area to attack the child from an angle in base to base contact without the PC getting a chance to attack him.
My player says this is idiotic, allowing the bad guy to move in that big circle around the PC to get to the child, when the PC would, in real life, should be able to simply take one step (a 5' step) to be able to protect the kid.
So, yeah, the problem is movement. I need to think how to fix this.
I see. I guess this is the weakness of gridded combat. We've never had an issue with such things. Just use common sense.
You could do movement first, than combat. Movement goes in order from the shortest to longest distance travelled. Movement rates are taken into consideration. (someone who moves twice the speed is counted as moving half the distance for purpose of order) Moves need to be declared before moves are made.
So... in this case the bad guys says "I am going around the fighter to attack the child", and points to square he is moving to. Fighter says "I am moving to intercept the bad guy", and points to square. Fighter moves... bad guy moves.