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General Tabletop Discussion
*Pathfinder & Starfinder
BD&D Missile / Magic / Melee Phases clarification?
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<blockquote data-quote="Quickleaf" data-source="post: 6273786" data-attributes="member: 20323"><p>Well, the way you guys are talking about it makes sense:</p><p></p><p>Side #1 Move</p><p>Side #2 Move</p><p>Side #1 Missile</p><p>Side #2 Missile</p><p>Side #1 Magic</p><p>Side #2 Magic</p><p>Side #1 Melee</p><p>Side #2 Melee</p><p></p><p>Except the version of the rules I'm looking at - the 1991 D&D Rules Cyclopedia (with the knight on a horse outrunning a black dragon thru water) - explicitly says it doesn't work this way.</p><p></p><p>Instead, on page 102 it says:</p><p></p><p></p><p></p><p>So it's...</p><p>Side #1 Move, Missile, Magic, Melee</p><p>Side #2 Move, Missile, Magic, Melee</p><p></p><p>This is not my interpretation, this is BD&D RAW, as borne out by this passage:</p><p></p><p></p><p></p><p>What I *think* this means is that the rules are intended to be used in combination with Encounter Distance being a defined element of play. So when an encounter begins, those who intend to fight in melee run 120' (using dungeon movement as an example) to close the gap. In a dungeon with dim light starting encounter distance is 2d6 x 10' and with bright light it is 4d6 x 10', so most of the time the starting encounter distance will be greater than character's movement of 40' per round. So running.</p><p></p><p>Now, given that this will be the case most of the time...of course missile and magic attacks happen first. The melee guys haven't closed the gap yet. </p><p></p><p>So my questions is: why the Phases in the order they're in? (I mean besides for organizing things at the table) The assumption is that swinging a sword is slower than loading & shooting a bow or casting a spell. It seems like a double penalty for melee guys who already had to endure a bunch of missile/spell fire for closing the gap which the system assumes is there. </p><p></p><p>Keep in mind that, as far as I can tell, BD&D (as presented in Rules Cyclopedia) has no attacks of opportunity. So even if the fighter manages to run right up next to a spellcaster or archer, when the enemy's side comes up, that spellcaster or archer can perofrm a Fighting Withdrawal or just shoot the fighter in the face.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6273786, member: 20323"] Well, the way you guys are talking about it makes sense: Side #1 Move Side #2 Move Side #1 Missile Side #2 Missile Side #1 Magic Side #2 Magic Side #1 Melee Side #2 Melee Except the version of the rules I'm looking at - the 1991 D&D Rules Cyclopedia (with the knight on a horse outrunning a black dragon thru water) - explicitly says it doesn't work this way. Instead, on page 102 it says: So it's... Side #1 Move, Missile, Magic, Melee Side #2 Move, Missile, Magic, Melee This is not my interpretation, this is BD&D RAW, as borne out by this passage: What I *think* this means is that the rules are intended to be used in combination with Encounter Distance being a defined element of play. So when an encounter begins, those who intend to fight in melee run 120' (using dungeon movement as an example) to close the gap. In a dungeon with dim light starting encounter distance is 2d6 x 10' and with bright light it is 4d6 x 10', so most of the time the starting encounter distance will be greater than character's movement of 40' per round. So running. Now, given that this will be the case most of the time...of course missile and magic attacks happen first. The melee guys haven't closed the gap yet. So my questions is: why the Phases in the order they're in? (I mean besides for organizing things at the table) The assumption is that swinging a sword is slower than loading & shooting a bow or casting a spell. It seems like a double penalty for melee guys who already had to endure a bunch of missile/spell fire for closing the gap which the system assumes is there. Keep in mind that, as far as I can tell, BD&D (as presented in Rules Cyclopedia) has no attacks of opportunity. So even if the fighter manages to run right up next to a spellcaster or archer, when the enemy's side comes up, that spellcaster or archer can perofrm a Fighting Withdrawal or just shoot the fighter in the face. [/QUOTE]
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