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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="tetrasodium" data-source="post: 8155939" data-attributes="member: 93670"><p>Flanking is missing the risk that made you plan or put in effort to get it. back when doing more than 5foot step meant AoOs a player would plan slightly more than "I run straight at it in the most direct route" so they could come in at one side while their ally comes in at the other side or something like that if they wanted to make use of flanking right away & to move one 5ft square at a time if not. in 5e they just need the move speed to do donuts around the baddie without worry. Now in 5e it's basically "do you have two or more melee characters in the group? are they attacking the same monster? well they must not have any move speed left this round if they aren't flanking yet so will be next round" It reduces the tactical elements down to major league baseball players playing T-ball</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8155939, member: 93670"] Flanking is missing the risk that made you plan or put in effort to get it. back when doing more than 5foot step meant AoOs a player would plan slightly more than "I run straight at it in the most direct route" so they could come in at one side while their ally comes in at the other side or something like that if they wanted to make use of flanking right away & to move one 5ft square at a time if not. in 5e they just need the move speed to do donuts around the baddie without worry. Now in 5e it's basically "do you have two or more melee characters in the group? are they attacking the same monster? well they must not have any move speed left this round if they aren't flanking yet so will be next round" It reduces the tactical elements down to major league baseball players playing T-ball [/QUOTE]
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Can We Come Up With Better (but still simple) Movement Rules?
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