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General Tabletop Discussion
*Dungeons & Dragons
A Thought on Turn-Based Movement
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<blockquote data-quote="Greenfield" data-source="post: 6091014" data-attributes="member: 6669384"><p>In 1e/2e it was common practice to handle the people with multiple attacks by splitting their actions: Attack 1, enemy action, attack 2.</p><p></p><p>While it slows things down to an extent, I could see applying something similar to situations like the one you describe. Enemy gets half his action, PCs get to act *also as a split action*, then NPC finishes.</p><p></p><p>In the scene you described, Initiative is rolled. NPC gets to move half his move, which in his case means 60 feet of run-like-hell. PCs get to take a single standard action or a single move action, or a single-move-charge if they can. NPC takes the other half of his action. PCs get to take what action they have left.</p><p></p><p>Now, unless the party has a BARB or someone under <em>Haste</em>, they're still not going to be able to catch him on a Charge, but ranged attacks will fire at the closer range.</p><p></p><p>Now why won't they be able to Charge? Aside from the problem of having to round that corner first, and thus not having that straight line required, it's a matter of fairness. If the guy is as fast as they are (same base movement) and he has a head start then there's no way they should be able to catch up to him at any point in this sprint. And he isn't doing anything but running, while they're drawing/prepping weapons as they go, and/or pulling components and preparing spells as they move. While a two-to-one edge in movement might seem a bit extreme, the fact that he had a straight run and they had to round that corner is certainly going to make a difference. He can quad-move and they're limited to a double. Sucks to be them. </p><p></p><p>If you allow them the quad move, fine, his sprint should be as continuous as theirs is. Reversing Zeno's Paradox isn't a good solution.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6091014, member: 6669384"] In 1e/2e it was common practice to handle the people with multiple attacks by splitting their actions: Attack 1, enemy action, attack 2. While it slows things down to an extent, I could see applying something similar to situations like the one you describe. Enemy gets half his action, PCs get to act *also as a split action*, then NPC finishes. In the scene you described, Initiative is rolled. NPC gets to move half his move, which in his case means 60 feet of run-like-hell. PCs get to take a single standard action or a single move action, or a single-move-charge if they can. NPC takes the other half of his action. PCs get to take what action they have left. Now, unless the party has a BARB or someone under [I]Haste[/I], they're still not going to be able to catch him on a Charge, but ranged attacks will fire at the closer range. Now why won't they be able to Charge? Aside from the problem of having to round that corner first, and thus not having that straight line required, it's a matter of fairness. If the guy is as fast as they are (same base movement) and he has a head start then there's no way they should be able to catch up to him at any point in this sprint. And he isn't doing anything but running, while they're drawing/prepping weapons as they go, and/or pulling components and preparing spells as they move. While a two-to-one edge in movement might seem a bit extreme, the fact that he had a straight run and they had to round that corner is certainly going to make a difference. He can quad-move and they're limited to a double. Sucks to be them. If you allow them the quad move, fine, his sprint should be as continuous as theirs is. Reversing Zeno's Paradox isn't a good solution. [/QUOTE]
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