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General Tabletop Discussion
*Dungeons & Dragons
A Thought on Turn-Based Movement
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<blockquote data-quote="airwalkrr" data-source="post: 6095976" data-attributes="member: 12460"><p>TL;DR, but here is my two cents.</p><p></p><p>I have never, to my recollection, encountered the issue the OP mentions, but two quick fixes come to mind. The first is a variant rule which I believe is stated in the DMG. Simply, all actions on the first round of combat always function as surprise rounds, limiting each character to only one standard action. This reduces the benefit of winning initiative, but also gives both sides more of a chance to react. As for someone running past you and not making an attack as they are running past, this is exactly what attacks of opportunity and readied actions are meant to address. So I do not believe a player has a legitimate complaint in the OP's scenario where an opponent 30' ahead runs right past him and is now 90' behind. Either the player could take an attack of opportunity or ready an action to make an attack as the opponent moves past. If a player does not like being caught unaware for the surprise round and unable to make an attack of opportunity in this way, that is what the Combat Reflexes feat is for. Combat Reflexes plus a reach weapon is an excellent combination in this regard.</p><p></p><p>The second quick fix I will mention is to allow a player to take a readied action ahead of his turn, thereby giving up his next turn completely. I don't like this idea that much as it could easily disrupt many other mechanics in the game and most spellcasters would be constantly in danger of being interrupted by ranged attacks (not that spellcasters couldn't stand to be knocked down a peg or two).</p><p></p><p>So those are two ways I can imagine addressing this issue. But as I stated, it had never really come up.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6095976, member: 12460"] TL;DR, but here is my two cents. I have never, to my recollection, encountered the issue the OP mentions, but two quick fixes come to mind. The first is a variant rule which I believe is stated in the DMG. Simply, all actions on the first round of combat always function as surprise rounds, limiting each character to only one standard action. This reduces the benefit of winning initiative, but also gives both sides more of a chance to react. As for someone running past you and not making an attack as they are running past, this is exactly what attacks of opportunity and readied actions are meant to address. So I do not believe a player has a legitimate complaint in the OP's scenario where an opponent 30' ahead runs right past him and is now 90' behind. Either the player could take an attack of opportunity or ready an action to make an attack as the opponent moves past. If a player does not like being caught unaware for the surprise round and unable to make an attack of opportunity in this way, that is what the Combat Reflexes feat is for. Combat Reflexes plus a reach weapon is an excellent combination in this regard. The second quick fix I will mention is to allow a player to take a readied action ahead of his turn, thereby giving up his next turn completely. I don't like this idea that much as it could easily disrupt many other mechanics in the game and most spellcasters would be constantly in danger of being interrupted by ranged attacks (not that spellcasters couldn't stand to be knocked down a peg or two). So those are two ways I can imagine addressing this issue. But as I stated, it had never really come up. [/QUOTE]
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A Thought on Turn-Based Movement
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