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1 square Diagonal Movement: Reaction from Players
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<blockquote data-quote="DarkKestral" data-source="post: 4054997" data-attributes="member: 40100"><p>If anecdotal evidence from DDM players is worth anything, the reports from DDM players on this board conclude that ainatan's examples are more common than you suggest at all levels of DDM skill, as some board members say that's 90% of all defensive situations faced in DDM. It's also the logical choice of anyone used to a physics that tries to depict motion in a way that tries to closely approximate what we see in our world. It's NOT intuitive to a new player that the practical effect in play is to favor playing the diagonals only and charge every round. So if the newbie is a ranged character or a tank, they are likely to make choices which lead either to character death or character uselessness. Neither of which are fun when you can't understand WHY you died. </p><p></p><p>And the examples presented by ainatan are NOT spoiled by "one square of movement in almost any direction"... if you move 1 space to either side horizontally (to be clear, I'm saying the characters are aligned vertically to), the attacker compensates by moving in the other direction. So no tanky. Same if they move in a diagonal direction. So we only have two practical choices: forward and back.. and sticking next to the ranged is ineffective because the attacker still ends up in the ranged's square. So stopping a charge requires that the defender be able to reactively prevent withdrawals. As it looks like such an ability is likely one of those things that will be at least a per-encounter ability, I exptect this will have a heavy cost to defenders. As for multiple defenders: you can effectively mitigate one defender in per 2 squares of difference in movespeed above the amount needed to close against a target in a single charge. So a monster with a 8 square move can largely mitigate two defenders in a single charge action in a 6 square difference.. 10 three, 12 four and so on... This actually makes higher move speeds significantly more powerful than they sometimes are in 3.5, because that likely makes the monsters vastly more difficult to use defender powers against, while in 3.5 that only means that the monster may get one or two extra full attacks in.</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 4054997, member: 40100"] If anecdotal evidence from DDM players is worth anything, the reports from DDM players on this board conclude that ainatan's examples are more common than you suggest at all levels of DDM skill, as some board members say that's 90% of all defensive situations faced in DDM. It's also the logical choice of anyone used to a physics that tries to depict motion in a way that tries to closely approximate what we see in our world. It's NOT intuitive to a new player that the practical effect in play is to favor playing the diagonals only and charge every round. So if the newbie is a ranged character or a tank, they are likely to make choices which lead either to character death or character uselessness. Neither of which are fun when you can't understand WHY you died. And the examples presented by ainatan are NOT spoiled by "one square of movement in almost any direction"... if you move 1 space to either side horizontally (to be clear, I'm saying the characters are aligned vertically to), the attacker compensates by moving in the other direction. So no tanky. Same if they move in a diagonal direction. So we only have two practical choices: forward and back.. and sticking next to the ranged is ineffective because the attacker still ends up in the ranged's square. So stopping a charge requires that the defender be able to reactively prevent withdrawals. As it looks like such an ability is likely one of those things that will be at least a per-encounter ability, I exptect this will have a heavy cost to defenders. As for multiple defenders: you can effectively mitigate one defender in per 2 squares of difference in movespeed above the amount needed to close against a target in a single charge. So a monster with a 8 square move can largely mitigate two defenders in a single charge action in a 6 square difference.. 10 three, 12 four and so on... This actually makes higher move speeds significantly more powerful than they sometimes are in 3.5, because that likely makes the monsters vastly more difficult to use defender powers against, while in 3.5 that only means that the monster may get one or two extra full attacks in. [/QUOTE]
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1 square Diagonal Movement: Reaction from Players
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