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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: 8156832" data-attributes="member: 6687260"><p>If the PCs outnumber the monsters then flanking becomes easy - but then it always was. If using flanking for these kind of monsters you probably need to up their AC a little.</p><p></p><p>If PCs are outnumbered then the enemy can move to intercept the PC who attempts to get into a flanking position. This potentially not only affects flanking but the ability to focus fire as well.</p><p></p><p>Fred the Fighter moves to engage Goblin 1. Bob moves to also engage Goblin 1, but Goblin 2 is unengaged so he gets to move to intercept and prevents Bob from getting to Goblin 1 (or at the very least moves into the position opposite Fred, preventing Bob from getting the flank and forming a line. (This is slightly more complex than 13th Age, where you can only intercept someone you are deliberately trying to go past, but then 13th Age doesn't have flanking.)</p><p></p><p>This would make it much harder to flank if you have smaller numbers but that sounds...about right.</p><p></p><p>And it's swings and roundabouts for melee characters. They can be blocked more easily, but it means they can also control much larger areas. The enemy skirmisher will have a much harder time moving past the Fighter to get to the Wizard.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8156832, member: 6687260"] If the PCs outnumber the monsters then flanking becomes easy - but then it always was. If using flanking for these kind of monsters you probably need to up their AC a little. If PCs are outnumbered then the enemy can move to intercept the PC who attempts to get into a flanking position. This potentially not only affects flanking but the ability to focus fire as well. Fred the Fighter moves to engage Goblin 1. Bob moves to also engage Goblin 1, but Goblin 2 is unengaged so he gets to move to intercept and prevents Bob from getting to Goblin 1 (or at the very least moves into the position opposite Fred, preventing Bob from getting the flank and forming a line. (This is slightly more complex than 13th Age, where you can only intercept someone you are deliberately trying to go past, but then 13th Age doesn't have flanking.) This would make it much harder to flank if you have smaller numbers but that sounds...about right. And it's swings and roundabouts for melee characters. They can be blocked more easily, but it means they can also control much larger areas. The enemy skirmisher will have a much harder time moving past the Fighter to get to the Wizard. [/QUOTE]
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Can We Come Up With Better (but still simple) Movement Rules?
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