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General Tabletop Discussion
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A Thought on Turn-Based Movement
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<blockquote data-quote="jmucchiello" data-source="post: 6094066" data-attributes="member: 813"><p>In 1st/2nd ed, we bastardized the combat system to segment by segment movement. So, the guard has initiative at 9 and the party at 4, so at 9 he starts running, he's 80 feet (initial 30 + 50 of running 10/segement) away at 4 when the party starts to chase after him. The thief might start moving at 6 because of high Dex when he's only 60 feet away. The wizard starts casting a spell on 4 and typically a 3rd level spell goes off at 1 when the guard has run 80 feet. Etc.</p><p></p><p>This really slows down combat since on any given segment, EVERYONE might be moving their mini 10 feet. This system had lots of problems, especially since some party members moved 6" or 9" or 12" depending on race/armor combinations. But it did make combat more logical.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 6094066, member: 813"] In 1st/2nd ed, we bastardized the combat system to segment by segment movement. So, the guard has initiative at 9 and the party at 4, so at 9 he starts running, he's 80 feet (initial 30 + 50 of running 10/segement) away at 4 when the party starts to chase after him. The thief might start moving at 6 because of high Dex when he's only 60 feet away. The wizard starts casting a spell on 4 and typically a 3rd level spell goes off at 1 when the guard has run 80 feet. Etc. This really slows down combat since on any given segment, EVERYONE might be moving their mini 10 feet. This system had lots of problems, especially since some party members moved 6" or 9" or 12" depending on race/armor combinations. But it did make combat more logical. [/QUOTE]
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A Thought on Turn-Based Movement
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