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Move - Attack - Move

jadrax

Adventurer
Step out, shoot, cover. Totally cool for me, but if this should be avoided, then it is an issue with the "move-act-move" rule.

Hit & Run tactics - also very cool with me, but if this should be avoided, you could (and in my opinion should) do so with a seperate AoE rule (like the suggested granting advantage for retreating from melee)

I think both of thouse should be encouraged by the rules.

The only concern I see is technically you can have a carousel of goblins all moving and attacking one person theoretically in the same 6 seconds, which is frankly silly. But that is really an artifice of the Initiative system, not move-attack-move.
 

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variant

Adventurer
I think both of thouse should be encouraged by the rules.

The only concern I see is technically you can have a carousel of goblins all moving and attacking one person theoretically in the same 6 seconds, which is frankly silly. But that is really an artifice of the Initiative system, not move-attack-move.

A DM should know how goblins would really act.
 

jadrax

Adventurer
A DM should know how goblins would really act.

An experienced one should, certainly. I think its more an issue of making sure everyone understands that the chess-board style movement is an abstraction, and that everything is actually happening more-or-less all at once.
 

variant

Adventurer
An experienced one should, certainly. I think its more an issue of making sure everyone understands that the chess-board style movement is an abstraction, and that everything is actually happening more-or-less all at once.

When I read the carousel of goblins, I got this picture in my head of a Disney movie with them singing and dancing as they fight.
 

rushtong

Explorer
Originally Posted by variant
When I read the carousel of goblins, I got this picture in my head of a Disney movie with them singing and dancing as they fight.

Thank you for this gem of an idea ... I'm going to have to spring it on my players first chance I get!
 

howandwhy99

Adventurer
Split-Move actions were in OD&D via Chainmail, so this might actually be a throw back rule. It does limit attacks after a x2 move though (I don't see charges anywhere).

Creating defensive walls in melee looks to be pretty hard now though. Before it was standing threatened area to threatened area. Now it's occupied space to occupied space. That makes it harder to defend the missile troops (ranged fighters) and artillery (casters). It also makes actual walls much more powerful, but only when closer by. Moving throw an opponent's square is very hard. Moving around that square is without consequence.

I do applaud 1 action / 1 round with a move. That's how we play opportunity attacks in OD&D. You threaten only if you haven't actively attacked that round. This provides a tactical benefit to holding actions and going later in a round. Games without grid representation for terrain effects, like walls, lose this ability to provide "known areas of defense" allowing unhindered missile & artillery to pound away. Narrating this imagined situation loses precision across all minds. Sometimes showing with pictures is just easier.
 

Connorsrpg

Adventurer
House Rule we are using:

You get and Opportunity/Free Attack - If creatures adjacent to you moves away from you without attacking you.

(Obviously this applies both ways. We haven't thought on how many times you can do this - perhaps once and it counts as your Reaction)?

This ruling doesn't hinder the move, attack, move, but it does slow down creatures just slipping straight past the front ranks.
 


Viking Bastard

Adventurer
What about what Mearls has been suggesting, that if there are OAs/reactions, they take up your action for the Round. When your turn comes next, you can move, but you've spent your action and have to wait until next round to bash something again.
 

DDogwood

First Post
What about what Mearls has been suggesting, that if there are OAs/reactions, they take up your action for the Round. When your turn comes next, you can move, but you've spent your action and have to wait until next round to bash something again.

I like the rules as they stand better than what you're suggesting. Using a reaction doesn't change your initiative order ATM, so you can hit an opponent who is running past simply by holding your action on your turn.
 

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