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General Tabletop Discussion
*Dungeons & Dragons
Can We Come Up With Better (but still simple) Movement Rules?
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<blockquote data-quote="Shiroiken" data-source="post: 8154840" data-attributes="member: 6775477"><p>I think the notion of making a Str/Athletics check to increase your speed is the best way to go. A simple method would simply be to add the die roll (times a modifier if needed, this is just conceptual) to the speed for the round. Another option (preferable if using a grid) would be to set a DC for every 5 ft of extra movement. Given that high rates of speed reduce the ability to turn or react, I'd consider granting disadvantage to Dex checks/saves until the start of the next turn. Using this and your knowledge of sprinting, you should be able to set a DC or multiplier that gives you what you want. Ideally you want to place world record levels at/near a high result from +5 modifier/ +6 proficiency, representing the best in the world.</p><p></p><p></p><p></p><p>This is the case in our games as well. Unless the area is cramped/confined, there should be a lot of options to move and adjust to the flow of combat. This is particularly important to ranged attackers who want to avoid the +2 cover bonus your allies are likely going to provide. Terrain can be a valuable ally or a major pain, so movement in and around them can be useful/necessary. You example showed many options of moving towards the enemy, plus the potential hidden enemies you mentioned.</p><p></p><p>I would like to comment about Attacks of Opportunity (or Opportunity Attacks, whatever term 5E uses). Too many players fear them far more than they should. Unless you're concentrating on a spell or facing one of the largest singe attack damage dealers (such as dragons and giants), taking the attack if often worth it to move into a better position. I take the attacks all the time, and it seldom makes any real difference, even if I get hit for some damage. At low levels any amount of damage is potentially deadly, but once you hit level 4+ you should be fine.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8154840, member: 6775477"] I think the notion of making a Str/Athletics check to increase your speed is the best way to go. A simple method would simply be to add the die roll (times a modifier if needed, this is just conceptual) to the speed for the round. Another option (preferable if using a grid) would be to set a DC for every 5 ft of extra movement. Given that high rates of speed reduce the ability to turn or react, I'd consider granting disadvantage to Dex checks/saves until the start of the next turn. Using this and your knowledge of sprinting, you should be able to set a DC or multiplier that gives you what you want. Ideally you want to place world record levels at/near a high result from +5 modifier/ +6 proficiency, representing the best in the world. This is the case in our games as well. Unless the area is cramped/confined, there should be a lot of options to move and adjust to the flow of combat. This is particularly important to ranged attackers who want to avoid the +2 cover bonus your allies are likely going to provide. Terrain can be a valuable ally or a major pain, so movement in and around them can be useful/necessary. You example showed many options of moving towards the enemy, plus the potential hidden enemies you mentioned. I would like to comment about Attacks of Opportunity (or Opportunity Attacks, whatever term 5E uses). Too many players fear them far more than they should. Unless you're concentrating on a spell or facing one of the largest singe attack damage dealers (such as dragons and giants), taking the attack if often worth it to move into a better position. I take the attacks all the time, and it seldom makes any real difference, even if I get hit for some damage. At low levels any amount of damage is potentially deadly, but once you hit level 4+ you should be fine. [/QUOTE]
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Can We Come Up With Better (but still simple) Movement Rules?
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