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<blockquote data-quote="AnotherGuy" data-source="post: 9741336" data-attributes="member: 7029930"><p>I guess avoiding a fireball by briefly dropping prone is different to be knocked prone - it is just you are dropping prone always within the 5-ft square you're in. With ToM it works better, grid play not so much...</p><p></p><p></p><p>I envision combat to be fluid where the fighter and rogue <em>dance </em>around the lumbering troll (they don't sit statically like in grid play) each taking swipes at it as it attempts to hurt them back with every cut inflicted on him. In grid play you do not see this play out, it is very static, dude moves makes all his attacks, troll retaliates and makes all his attacks, 2nd party member makes all his attacks etc... That is a reason why I prefer zones - it is closer to TotM</p><p>But should the troll connect with a PC, you'd imagine you'd move.</p><p></p><p>Now you've mentioned major hazards but there are other reasons for forced movement, particularly in D&D where we have the silly Attacks of Opportunity for leaving a threatened area which exist. In that instance that forced movement saves it an AoO.</p><p> </p><p></p><p>Let me reiterate, I'm talking about larger than PC creatures - so in tight-quarters these creatures are smashing PCs against the wall and furniture as a side-effect of their attack and thus additional damage would be inflicted and perhaps the PCs wielding larger weapons in such areas would have disadvantage on attacks...etc</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 9741336, member: 7029930"] I guess avoiding a fireball by briefly dropping prone is different to be knocked prone - it is just you are dropping prone always within the 5-ft square you're in. With ToM it works better, grid play not so much... I envision combat to be fluid where the fighter and rogue [I]dance [/I]around the lumbering troll (they don't sit statically like in grid play) each taking swipes at it as it attempts to hurt them back with every cut inflicted on him. In grid play you do not see this play out, it is very static, dude moves makes all his attacks, troll retaliates and makes all his attacks, 2nd party member makes all his attacks etc... That is a reason why I prefer zones - it is closer to TotM But should the troll connect with a PC, you'd imagine you'd move. Now you've mentioned major hazards but there are other reasons for forced movement, particularly in D&D where we have the silly Attacks of Opportunity for leaving a threatened area which exist. In that instance that forced movement saves it an AoO. Let me reiterate, I'm talking about larger than PC creatures - so in tight-quarters these creatures are smashing PCs against the wall and furniture as a side-effect of their attack and thus additional damage would be inflicted and perhaps the PCs wielding larger weapons in such areas would have disadvantage on attacks...etc [/QUOTE]
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