I raised the issue with Mearls on Twitter. Bottom line, he will think about it and raise the issue with the Dev team, but he justifies the rule. Sorry for the poor formatting, no time to go back through and do it right. This is in reverse order, and my questions are not shown just his answers. My questions are in the quote at the bottom.
Mike Mearls @mikemearls 6h
[MENTION=13310]Yeti[/MENTION]Moose for instance - putting a few melee guys just inside the room to block a hallway works better now that in past editions.
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Mike Mearls @mikemearls 6h
[MENTION=13310]Yeti[/MENTION]Moose regarind the example - it does require some rethinking of tactics.
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Mike Mearls @mikemearls 6h
[MENTION=13310]Yeti[/MENTION]Moose that's a good point - I'll bring it up with the designers
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Mike Mearls @mikemearls 6h
[MENTION=32418]Wolfhunter[/MENTION]83 Yes, they won't be hard and fast formulas (nothing in an RPG is that simple) but we'll give advice and guidelines
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Mike Mearls @mikemearls 6h
[MENTION=13310]Yeti[/MENTION]Moose besides, remember that these guys have to move away to leave room and you can't end your move in the same space as an ally
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Mike Mearls @mikemearls 6h
[MENTION=13310]Yeti[/MENTION]Moose It's an abstraction - by the rules, if you line up enough people you can transport a package hundreds of miles in 6 seconds
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Mike Mearls @mikemearls 6h
[MENTION=69891]barthen[/MENTION]nigan [MENTION=13310]Yeti[/MENTION]Moose IMC, gobs back off, PC wizard walked up, burning hands 2/3 of the goblins w/o oppy, moved back behind fighter
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Mike Mearls @mikemearls 7h
[MENTION=69891]barthen[/MENTION]nigan [MENTION=13310]Yeti[/MENTION]Moose OTOH, the monsters that hit & run are giving the characters a lot more options than if they pack in close.
Mike Mearls @mikemearls 7h
[MENTION=13310]Yeti[/MENTION]Moose Wait... how is that unrealistic? Wouldn't you hit and run if you could, especially against a superior foe?
Mark Cronan ‏ [MENTION=13310]Yeti[/MENTION]Moose 6h
@mikemearls It's an unnecessary abstraction though. Again, it should be harder to pass through the same spot someone else is occupying.
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Mark Cronan ‏ [MENTION=13310]Yeti[/MENTION]Moose 7h
@mikemearls A solution would be to make passing through ally's space be difficult terrain.
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Mark Cronan ‏ [MENTION=13310]Yeti[/MENTION]Moose 7h
@mikemearls Here is an actual example, most of those Duerger attacked the fighter, despite the chokepoint.
http://farm8.staticflickr.com/7223/13469706443_3e82541279_b.jpg …
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Mark Cronan ‏ [MENTION=13310]Yeti[/MENTION]Moose 7h
@mikemearls So in 6 seconds, 20 creatures occupy the same tight corridor at same time? Walls are meaningless, and you're always surrounded?
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Mark Cronan ‏ [MENTION=13310]Yeti[/MENTION]Moose 8h
@mikemearls We've found issues w/ move-atk-move rule. Can't hold narrow corridor. Foes unrealistically conga-line atks.Working as intended?