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5' Step Questions (Moved from House Rules)
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<blockquote data-quote="StalkingBlue" data-source="post: 1494261" data-attributes="member: 645"><p>Agreed. </p><p></p><p></p><p></p><p>I don't have any more plausibility problems with that than with the asynchronous movement rule in general, to be honest. I'd say the 'take 5' step back plus fire five arrows at surprised swordsman in front of you' option is due to the way DnD splits the combat rounds into turns with combatants moving and fighting one after another. </p><p></p><p>Of course I wouldn't mind giving my poor Midnight orcs a tactic to counter pesky elves stepping back and Colour Spraying them to Mid-Morning Come ... 8) </p><p></p><p></p><p></p><p>Hm. It wouldn't really stay viable at higher levels because the melee fighter who readies would still lose a couple of attacks - I'd expect that it'd usually make more sense to use up all my attacks hoping to take the archer down on my turn, rather than try to hit once, then ready in case he steps back and fires arrows at me. </p><p></p><p>Here's the feat from Dragonstar someone mentioned (slightly reworded the description, which is too long and fuzzy to type here): </p><p></p><p><strong>Pressing Attack. </strong></p><p>Prereq.: Combat Reflexes. </p><p>Once per round when an opponent steps back from a square you threaten, you can immediately follow up with a 5' step into an unoccupied square where you again threaten the opponent. </p><p></p><p></p><p></p><p>Hm ok. It would however nail everyone down to a Move-first-then-fight or vice versa order - much less flexible than the current system. </p><p></p><p>I pretty much hated the Dark Eye combat system for (amongst other things) forcing you to spend a full combat round if you wished to move even a single step - which led to leaden fighting styles with a lot of stiffly standing around hacking at everything within reach, rather than tactical use of movement. I wouldn't much like to limit those options I think. </p><p></p><p>Can't see yet how introducing separate movement and fight sequences would open up additional tactical options, maybe that's it. I've never played a game that used that AIR: <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>It worked though! Letting characters act synchronously if they delay to the slowest one's iniative is a pretty small change, but it works ok I thought.</p></blockquote><p></p>
[QUOTE="StalkingBlue, post: 1494261, member: 645"] Agreed. I don't have any more plausibility problems with that than with the asynchronous movement rule in general, to be honest. I'd say the 'take 5' step back plus fire five arrows at surprised swordsman in front of you' option is due to the way DnD splits the combat rounds into turns with combatants moving and fighting one after another. Of course I wouldn't mind giving my poor Midnight orcs a tactic to counter pesky elves stepping back and Colour Spraying them to Mid-Morning Come ... 8) Hm. It wouldn't really stay viable at higher levels because the melee fighter who readies would still lose a couple of attacks - I'd expect that it'd usually make more sense to use up all my attacks hoping to take the archer down on my turn, rather than try to hit once, then ready in case he steps back and fires arrows at me. Here's the feat from Dragonstar someone mentioned (slightly reworded the description, which is too long and fuzzy to type here): [b]Pressing Attack. [/b] Prereq.: Combat Reflexes. Once per round when an opponent steps back from a square you threaten, you can immediately follow up with a 5' step into an unoccupied square where you again threaten the opponent. Hm ok. It would however nail everyone down to a Move-first-then-fight or vice versa order - much less flexible than the current system. I pretty much hated the Dark Eye combat system for (amongst other things) forcing you to spend a full combat round if you wished to move even a single step - which led to leaden fighting styles with a lot of stiffly standing around hacking at everything within reach, rather than tactical use of movement. I wouldn't much like to limit those options I think. Can't see yet how introducing separate movement and fight sequences would open up additional tactical options, maybe that's it. I've never played a game that used that AIR: :) It worked though! Letting characters act synchronously if they delay to the slowest one's iniative is a pretty small change, but it works ok I thought. [/QUOTE]
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5' Step Questions (Moved from House Rules)
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