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Move - Attack - Move

IronWolf

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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 don't like losing an action from the next turn. I am fine with someone getting a free attack because someone thought they could move by you with impunity.
 

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Andor

First Post
It took my players some getting used to "Everyone has spring attack now." But once the rogue realized he could use it to snipe around corners and then duck back under cover he warmed up to it.

Basically if you want to control the enemys movement you fight at a bottleneck, if you're out in the open you are ... out in the open. I see no flaws in this. My players quickly set-up a pattern of creating 'zones' with oil and fire at bottlenecks. When they couldn't do this, they ran into trouble.

Some thing I haven't seen mentioned is the new mechanic of 'charging' '5 feet of movement to accomplish small tasks like opening a door or standing up. I, personally, think this is brilliant as it gives you a 'fine granularity' way of charging for small actions without sucking away a whole turn.
 



erf_beto

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 can see something like that working.

You'd switch to "Defender mode" and wait for them to come (ie. provoke OA). If you haven't had a chance to swing at anyone during the "waiting" round (this is, no one came into threat range), you make an extra attack at the start of your next round. Basically, you'd be readying a melee attack against anyone who tries to pass through you, or attack an ally, or cast a spell.

So, if you're already engaged with another foe, you won't loose your attack for the turn (so action economy is intact, even if the attack happens next round). You can continue in this "OA stance" for the next round, defending your party against the foe you're battling and preventing others from getting through you.

Fighters could get Advantage while in this Defender mode (or some other bonus, like halting enemy movement) .
 

Gold Roger

First Post
What about "squares within the reach of an enemy are difficult terrain"?

Shouldn't bog down play, does make passing enemies harder.
 

Wepwawet

Explorer
Final Fantasy style!

We may be too prejudiced from the last editions of D&D where there were always OA, grids and all that.

But if you think about it like the combats in final fantasy it can work. In a quiet static combat, each group is separate and when it's a melee PC/monster turn to attack they jump in, do their thing and then jump back. The ones with defender abilities like the Cleric of Moradin or with an OA ability can defend their allies as well or punish the attacker.
 

I'm A Banana

Potassium-Rich
I am completely fine with it.

I am also fine with some of these alternates, like "use your round to prepare to take an OA." Makes it pro-active, for those with problems to be able to solve it. :)
 

Jeff Carlsen

Adventurer
I think a simpler solution is to have to have moving through or out of a threatened area cost an additional 5 feet of movement. Basically, you have to take extra care to defend yourself, so you're slowed.

This makes enemies kind of sticky. Moving past the fighter is difficult. You might have to give up your action to have enough speed to do it and get where you're going. Disengaging from an enemy eat movement, meaning a wizard probably doesn't have enough speed to move in, cast a spell, and step out.
 

Pheonix0114

Explorer
I didn't have much of a problem with it. When our wizard couldn't stay at least 30ft from the combat the Cleric of Moradin stood with him to at least help shield him from one attack per round. That +bottlenecks that I made sure to call out to players as they went through them made combat feel fluid but also realistic. Many combats had the party retreating to a bottleneck at the beginning of the combat to fight from there.
 

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