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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="Don Durito" data-source="post: 8156741" data-attributes="member: 6687260"><p>I'm a bit confused by the OP. A lot of the discussion seems to follow concerns over tactical movement - but I don't see that in the OP. It seems more concerned with differential movement and the fact that movement is so predictable.</p><p></p><p>If you want more fine-grained tactical movement then make more use of the grid - but if you want more fluid dynamic movement it's probably better to do what 13th Age does and get rid of the grid. Instead divide the battlefield up into zones. People are either engaged, nearby (in the same zone) or far away (in a different zone). Therefore movement to other zones requires a DC and an Athletics and Acrobatic check depending on the type of terrain. Moving through a barroom brawl has one kind of difficulty while trying to clamber over some boulders up a hillside to get to the archers has a different one. As 5E has different movement speeds give characters a movement bonus or penalty to the roll of +1/-1 for every 5ft of standard movement they have above or below 30.</p><p></p><p>Also allow unengaged characters to intercept (as in 13th Age) if you pass close to them (don't worry about squares - it's artificial anyway - it's always been ridiculous that you can potentially weave your way around enemy combatants who are standing still in order to get to the back line - intercepting is something that D20 games have long desperately needed - grid or no grid). If you are intercepted then you will take an attack of opportunity if you want to continue.</p><p></p><p>This both speeds up movement greatly and also makes it more interesting. (PCs don't have to worry about difficult terrain and how it affects movement and if the archer is just out of reach - they just describe what they are trying to do and the GM sets a DC).</p><p></p><p>Edit: It wouldn't be too hard to actually have some kind of hybrid system where movement within a single zone with multiple combatants is grid based and highly tactical with flanking and the like, while movement from one zone to another is more abstracted.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8156741, member: 6687260"] I'm a bit confused by the OP. A lot of the discussion seems to follow concerns over tactical movement - but I don't see that in the OP. It seems more concerned with differential movement and the fact that movement is so predictable. If you want more fine-grained tactical movement then make more use of the grid - but if you want more fluid dynamic movement it's probably better to do what 13th Age does and get rid of the grid. Instead divide the battlefield up into zones. People are either engaged, nearby (in the same zone) or far away (in a different zone). Therefore movement to other zones requires a DC and an Athletics and Acrobatic check depending on the type of terrain. Moving through a barroom brawl has one kind of difficulty while trying to clamber over some boulders up a hillside to get to the archers has a different one. As 5E has different movement speeds give characters a movement bonus or penalty to the roll of +1/-1 for every 5ft of standard movement they have above or below 30. Also allow unengaged characters to intercept (as in 13th Age) if you pass close to them (don't worry about squares - it's artificial anyway - it's always been ridiculous that you can potentially weave your way around enemy combatants who are standing still in order to get to the back line - intercepting is something that D20 games have long desperately needed - grid or no grid). If you are intercepted then you will take an attack of opportunity if you want to continue. This both speeds up movement greatly and also makes it more interesting. (PCs don't have to worry about difficult terrain and how it affects movement and if the archer is just out of reach - they just describe what they are trying to do and the GM sets a DC). Edit: It wouldn't be too hard to actually have some kind of hybrid system where movement within a single zone with multiple combatants is grid based and highly tactical with flanking and the like, while movement from one zone to another is more abstracted. [/QUOTE]
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Can We Come Up With Better (but still simple) Movement Rules?
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