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Opportunity attacks : low vs high level consequences
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<blockquote data-quote="Jynx_lucky_j" data-source="post: 6358215" data-attributes="member: 32333"><p>Oh absolutely whats good for the goose is good for the gander. However as I said there are ways around this, for example the rouge might use his acrobatics to nimbly doge past the orcs. Or the burly barbarian might try to bowl through them. Or they could, you know, pull out their bows and shoot the bastard.</p><p></p><p></p><p></p><p></p><p>I should have specified I was talking speaking of tight quarters, like in a dungeon environment. That was my fault for not being clear. Though I did contrast it to wider space later on. Anyways, I'm no Warrior but I think if I was in a 10 wide hall and a dozen guys tried to run past me I could stop more than just 1 guy. Although I'm probably being unrealistically generous with the number of enemies a person could stop. Though for my games I'm not trying to emulate realism. I'm trying to emulate heroic fiction of the type that inspired D&D, which is full of examples of heroes single handedly holding off hordes of enemies at choke points wider than 5 feet. But of course what is good for my group isn't necessarily good for every group. I'm just putting my method out there for other who might think it is a good match for their games as well.</p><p></p><p>I just find that (for my group) adjusting movement and position dynamically turn by turn in response to each persons actions makes for a better narrative. For example, If I'm trying to engage and enemy so I move towards him on my turn, oh I'm 5 feet short. Then on his turn he just steps a couples squares to the right and walks around me to engage my friend. Considering that in "reality" we aren't taking turns in combat and this is all pretty much happening at the same time I can see the trajectory he is moving in and adjust my own trajectory to meet in the middle. This is why I like gridless combat, so I can adjuticate based on descriptions and intentions, rather that placement on a grid. My personal preference.</p></blockquote><p></p>
[QUOTE="Jynx_lucky_j, post: 6358215, member: 32333"] Oh absolutely whats good for the goose is good for the gander. However as I said there are ways around this, for example the rouge might use his acrobatics to nimbly doge past the orcs. Or the burly barbarian might try to bowl through them. Or they could, you know, pull out their bows and shoot the bastard. I should have specified I was talking speaking of tight quarters, like in a dungeon environment. That was my fault for not being clear. Though I did contrast it to wider space later on. Anyways, I'm no Warrior but I think if I was in a 10 wide hall and a dozen guys tried to run past me I could stop more than just 1 guy. Although I'm probably being unrealistically generous with the number of enemies a person could stop. Though for my games I'm not trying to emulate realism. I'm trying to emulate heroic fiction of the type that inspired D&D, which is full of examples of heroes single handedly holding off hordes of enemies at choke points wider than 5 feet. But of course what is good for my group isn't necessarily good for every group. I'm just putting my method out there for other who might think it is a good match for their games as well. I just find that (for my group) adjusting movement and position dynamically turn by turn in response to each persons actions makes for a better narrative. For example, If I'm trying to engage and enemy so I move towards him on my turn, oh I'm 5 feet short. Then on his turn he just steps a couples squares to the right and walks around me to engage my friend. Considering that in "reality" we aren't taking turns in combat and this is all pretty much happening at the same time I can see the trajectory he is moving in and adjust my own trajectory to meet in the middle. This is why I like gridless combat, so I can adjuticate based on descriptions and intentions, rather that placement on a grid. My personal preference. [/QUOTE]
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Opportunity attacks : low vs high level consequences
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