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General Tabletop Discussion
*Dungeons & Dragons
A Thought on Turn-Based Movement
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<blockquote data-quote="Stormonu" data-source="post: 6091657" data-attributes="member: 52734"><p>Eh, don't have a problem with the rules as written for handling movement and attacks for the most part (talking about falling however, can get me frothing). though chases and races are wonky with the standard rules.</p><p></p><p>However, reading this did bring an idea to mind; break the round into two "phases", with everyone performing their first action (move or attack) in order, then their second action. "Full actions" would be broken between the two actions (for runs, example, in the first phase, the actor moves x2 distance. In the second phase, the actor moves again x2 distance. For "full attacks", break the attacks between the actions - a fighter who gets 3 attacks would get 1 attack in the 1st phase, 2 attacks in the 2nd phase. Charge might be handled by moving x2 in the first phase, making an attack in the second [And thus making charges against opponents who have weapons up a bit more dangerous, even if you have the initiative]). There'd be some issues with "interrupted actions" - where someone starts to do something and because of what someone else does the rest of their action gets invalidated (say a fighter starts a full attack, gets in an attack or two and then the enemy withdraws before the fighter can finish his attacks), but the DM and players can work something out for this (maybe -2 penalty to a changed action such as attacking a different foe or switching to a ranged weapon, maybe taking a move action instead with a -5 or -10 ft. move penalty, etc.).</p><p></p><p>Now, granted, in the OP's case, that probably wouldn't have still helped - the guard would be about 90 feet away. Personally, I don't have a problem with this; the PC's should have either had better ranged weapons, been stealthier or won initiative.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6091657, member: 52734"] Eh, don't have a problem with the rules as written for handling movement and attacks for the most part (talking about falling however, can get me frothing). though chases and races are wonky with the standard rules. However, reading this did bring an idea to mind; break the round into two "phases", with everyone performing their first action (move or attack) in order, then their second action. "Full actions" would be broken between the two actions (for runs, example, in the first phase, the actor moves x2 distance. In the second phase, the actor moves again x2 distance. For "full attacks", break the attacks between the actions - a fighter who gets 3 attacks would get 1 attack in the 1st phase, 2 attacks in the 2nd phase. Charge might be handled by moving x2 in the first phase, making an attack in the second [And thus making charges against opponents who have weapons up a bit more dangerous, even if you have the initiative]). There'd be some issues with "interrupted actions" - where someone starts to do something and because of what someone else does the rest of their action gets invalidated (say a fighter starts a full attack, gets in an attack or two and then the enemy withdraws before the fighter can finish his attacks), but the DM and players can work something out for this (maybe -2 penalty to a changed action such as attacking a different foe or switching to a ranged weapon, maybe taking a move action instead with a -5 or -10 ft. move penalty, etc.). Now, granted, in the OP's case, that probably wouldn't have still helped - the guard would be about 90 feet away. Personally, I don't have a problem with this; the PC's should have either had better ranged weapons, been stealthier or won initiative. [/QUOTE]
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