A Thought on Turn-Based Movement

Or just allow attacks of opportunity whether the character is surprised or not.

I don't like the idea of AoO in the surprise round for any action. The rogue who is moving past the flat footed enemy to go kill the caster gets smacked a lot more.
One idea is that a run action provokes an AoO during 1st round only, and maybe ranged attacks can have a single shot with a negative to the attack bonus. The negative would apply because the ranged character is not expecting to shoot at that instant. I would also limit it to a single ranged attack. There are two many feats and powers that would allow an archer to have a bit to much of an advantage.

Just my two cents.
 

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Assume two opponents of equal skill. Team A wins the coin toss, takes the ball. Team B's closest player wins initiative 50% of the time. He readies an action to run onto the ball as soon as it crosses the centre line. (Then, since there's no facing, he kicks it back to his own squad.)
 

Imentioned the game Blood Bowl, becasueit has an interesting, alternate turn structure. Its a bit complex to explain, but basically one team has the initiative, starts with the ball, and can continue to play until one attempted maneuver fails. It becomes very unpredictable, while at the same time allowing coordinated team actions.
 

Imentioned the game Blood Bowl, becasueit has an interesting, alternate turn structure. Its a bit complex to explain, but basically one team has the initiative, starts with the ball, and can continue to play until one attempted maneuver fails. It becomes very unpredictable, while at the same time allowing coordinated team actions.

Blood Bowl also has a variaty of interrupts of the normal initiative order in order to deal with that. For example, skillful players can gain skills like 'Shadowing' and 'Pass Protection' that let them move outside of the normal play in responce to certain board events.
 

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