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A Thought on Turn-Based Movement
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<blockquote data-quote="Sunseeker" data-source="post: 6091642"><p>I disagree that RAW is clear on that subject, but hey, agree to disagree. And an argument to majority doesn't really do anything for you in this case. If most people interpret X to be Y, it doesn't actually make it Y.</p><p></p><p></p><p>Allowing a single standard action really doesn't really alter the game much. Shoot an arrow, take a combat maneuver, cast a spell. At high levels this may mean something major, but it really depends on the caveats you as the DM put on what a player can do. I generally approve of allowing what 4e calls "melee basic" or an "at will". Something simple that wouldn't require intense preparation such as a high-level spell or multiple attacks or special powers.</p><p></p><p></p><p>Sometimes it happens. It's always a reality with DMing. If you've got good players and you are clear that this rule may have unintended consequences on other parts of the game, sure, it still sucks when you take the cool thing away, but hey, if it's for the betterment of the game they'll be okay with it. If you've got whiny players who don't give a toot about having a balanced game, they will as soon as you turn the tables on them.</p><p></p><p></p><p>Fair enough, but sometimes you just gotta make a ruling for better or worse, in the heat of the moment.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6091642"] I disagree that RAW is clear on that subject, but hey, agree to disagree. And an argument to majority doesn't really do anything for you in this case. If most people interpret X to be Y, it doesn't actually make it Y. Allowing a single standard action really doesn't really alter the game much. Shoot an arrow, take a combat maneuver, cast a spell. At high levels this may mean something major, but it really depends on the caveats you as the DM put on what a player can do. I generally approve of allowing what 4e calls "melee basic" or an "at will". Something simple that wouldn't require intense preparation such as a high-level spell or multiple attacks or special powers. Sometimes it happens. It's always a reality with DMing. If you've got good players and you are clear that this rule may have unintended consequences on other parts of the game, sure, it still sucks when you take the cool thing away, but hey, if it's for the betterment of the game they'll be okay with it. If you've got whiny players who don't give a toot about having a balanced game, they will as soon as you turn the tables on them. Fair enough, but sometimes you just gotta make a ruling for better or worse, in the heat of the moment. [/QUOTE]
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