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General Tabletop Discussion
*Dungeons & Dragons
A Thought on Turn-Based Movement
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<blockquote data-quote="Water Bob" data-source="post: 6091281" data-attributes="member: 92305"><p>I take your point, and it is a good point. The problem is, with the situations expressed in the OP, that it is never possible act quickly and chunk your hand axe or spear at a foe that runs full-out, because, once your foe runs, he's too far away by either range categories or penalties to-hit in order to attack him.</p><p></p><p>I understand OODA some of the time in these situations--even most of the time. But, every once in a while, it should be possible for a player to say, "That orc is running away from me? I throw my axe at him," and have a chance of hitting.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Both parties have Speed 30. Speed 60 is a double move.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>But this seems a lot more finicky than what I propose in the OP: Which is to play the game normally unless someone moves 3x Speed or faster. If you don't have anybody running in a straight line when terrain permits (which is the only time, under the rules, that a character can move 3x Speed or more), then you don't worry about it. It's a non-issue.</p><p></p><p>If a character does run during the round, he gets a double move on his nish count (which is probably half his movement), then he gets to finish the move after all other characters have had a chance to act.</p><p></p><p></p><p></p><p><span style="color: #00ff00">EXAMPLE:</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">A version of the OP--two PC's round a corner in a dungeon and see a human guard standing 10 foot away, facing them. There is no surprise. Initiative is thrown. The Guard wins.</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">1. The Guard wants to run, full-out, down away from the PCs, to warn his comrades. Speed 30. He is only allowed to move 60 foot at this time (he can complete his move of an additonal 60 after the two PCs have moved).</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">Thus, the Guard starts at 10 foot from the PCs, then moves 60. At this point, he's at 70 foot from the PC's, with 60 more feet coming.</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">2. PC 1 goes next. He's got a spear and wants to throw it at the guard. He moves 30 feet and throws his spear. Distance is 40 foot to the target. The spear has a 10' range increment, which means PC 1 can take this shot at a -6 penalty.</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">That sounds reasonable, yes, doesn't it?</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">3. PC 2 is last to move in the initiative count. He pulls his axe from his belt, which he can do as an action combined with his movement, moves 30 feet, and throws. His attack is also at a -6 penalty.</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">See...the difference in this and the RAW is that the attack <em><strong>is possible</strong></em>.</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">4. Now that everybody has acted, the Guard, if he still lives, can complete the rest of his movement, so he now moves 60 more feet, ending the round 100 feet from the PCs.</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00">I think that all plays out easily, nicely, and smoothly.</span></p><p><span style="color: #00ff00"></span></p><p><span style="color: #00ff00"></span></p></blockquote><p></p>
[QUOTE="Water Bob, post: 6091281, member: 92305"] I take your point, and it is a good point. The problem is, with the situations expressed in the OP, that it is never possible act quickly and chunk your hand axe or spear at a foe that runs full-out, because, once your foe runs, he's too far away by either range categories or penalties to-hit in order to attack him. I understand OODA some of the time in these situations--even most of the time. But, every once in a while, it should be possible for a player to say, "That orc is running away from me? I throw my axe at him," and have a chance of hitting. Both parties have Speed 30. Speed 60 is a double move. But this seems a lot more finicky than what I propose in the OP: Which is to play the game normally unless someone moves 3x Speed or faster. If you don't have anybody running in a straight line when terrain permits (which is the only time, under the rules, that a character can move 3x Speed or more), then you don't worry about it. It's a non-issue. If a character does run during the round, he gets a double move on his nish count (which is probably half his movement), then he gets to finish the move after all other characters have had a chance to act. [COLOR=#00ff00]EXAMPLE: A version of the OP--two PC's round a corner in a dungeon and see a human guard standing 10 foot away, facing them. There is no surprise. Initiative is thrown. The Guard wins. 1. The Guard wants to run, full-out, down away from the PCs, to warn his comrades. Speed 30. He is only allowed to move 60 foot at this time (he can complete his move of an additonal 60 after the two PCs have moved). Thus, the Guard starts at 10 foot from the PCs, then moves 60. At this point, he's at 70 foot from the PC's, with 60 more feet coming. 2. PC 1 goes next. He's got a spear and wants to throw it at the guard. He moves 30 feet and throws his spear. Distance is 40 foot to the target. The spear has a 10' range increment, which means PC 1 can take this shot at a -6 penalty. That sounds reasonable, yes, doesn't it? 3. PC 2 is last to move in the initiative count. He pulls his axe from his belt, which he can do as an action combined with his movement, moves 30 feet, and throws. His attack is also at a -6 penalty. See...the difference in this and the RAW is that the attack [I][B]is possible[/B][/I]. 4. Now that everybody has acted, the Guard, if he still lives, can complete the rest of his movement, so he now moves 60 more feet, ending the round 100 feet from the PCs. I think that all plays out easily, nicely, and smoothly. [/COLOR] [/QUOTE]
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