jgsugden
Legend
It is really going to depend upon your group. The party makeup, the DM's monster choices, the DM's combat style... all will hve a huge impact on how this rule change would impact the game.
In the end, if you want more fluid combat as a DM, give incentives for people to move around. Add features to the combat that the PCs can manipulate - and will want to manipulate. Give them things to protect, things to take, things to stop, and things to break. Cutting the cord along a wall to drop a chandelier, rescuing the children at the edge of the battlefield, plugging the hole in the wall where the water is flooding in, etc... All of these things encourage mobility. You can also take away the part of the battlefield where they're fighting to force them to move around (collapsed floor or ceiling, wall falls over, mobs moving in their direction, push effects, etc...)
These tricks won't get everyone moving, but it gets some. The rest you can get moving by moving their foes, or putting them in positions where they need to move to get to them. If you focus on creating decsion points surrounding the movement ("If I move to get to that enemy, it leaves a path for the other guy to get past me, but we need to take that enemy out...") you can also make it more dynamic.
In the end, if you want more fluid combat as a DM, give incentives for people to move around. Add features to the combat that the PCs can manipulate - and will want to manipulate. Give them things to protect, things to take, things to stop, and things to break. Cutting the cord along a wall to drop a chandelier, rescuing the children at the edge of the battlefield, plugging the hole in the wall where the water is flooding in, etc... All of these things encourage mobility. You can also take away the part of the battlefield where they're fighting to force them to move around (collapsed floor or ceiling, wall falls over, mobs moving in their direction, push effects, etc...)
These tricks won't get everyone moving, but it gets some. The rest you can get moving by moving their foes, or putting them in positions where they need to move to get to them. If you focus on creating decsion points surrounding the movement ("If I move to get to that enemy, it leaves a path for the other guy to get past me, but we need to take that enemy out...") you can also make it more dynamic.