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D&D Combat is fictionless
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<blockquote data-quote="Puddles" data-source="post: 8399917" data-attributes="member: 7026093"><p>First things first, I would suggest you don’t dash the goblin. Instead have it also stand 35.1ft away from the fighter, (perhaps finishing with a little dance to mock the fighter’s cowardice.) As mentioned above, this causes the fiction to <em>change</em>. Now the fighter and the goblin are having a <em>stand-off; </em>neither willing to make the first move.</p><p></p><p>If your fights are becoming too cagey with the players and enemies constantly zoning each other in this manner and not closing the gap, making sure the enemies have a ranged threat to pepper them with shots can remedy this.</p><p></p><p>If you wanted to add in some house rules, you could add in a charge action. The most important aspect of a charging mechanic is making it difficult for players to know if the charge will be successful or not. In a game where all distances are known (such as D&D), RNG is a great method for adding in that unpredictable element. It could be something like:</p><p></p><p><u>Charge</u></p><p>When you take the Charge action, you gain extra movement for the current turn. To determine the increase, roll a d6 and multiple the result by 5. For example, on the roll of a 3 the creature would gain an extra 15ft of movement for the current turn. Any modifiers affecting your movement do not affect this increase. If you finish your turn within 5ft of a hostile creature you can use your bonus action to make an attack.</p></blockquote><p></p>
[QUOTE="Puddles, post: 8399917, member: 7026093"] First things first, I would suggest you don’t dash the goblin. Instead have it also stand 35.1ft away from the fighter, (perhaps finishing with a little dance to mock the fighter’s cowardice.) As mentioned above, this causes the fiction to [I]change[/I]. Now the fighter and the goblin are having a [I]stand-off; [/I]neither willing to make the first move. If your fights are becoming too cagey with the players and enemies constantly zoning each other in this manner and not closing the gap, making sure the enemies have a ranged threat to pepper them with shots can remedy this. If you wanted to add in some house rules, you could add in a charge action. The most important aspect of a charging mechanic is making it difficult for players to know if the charge will be successful or not. In a game where all distances are known (such as D&D), RNG is a great method for adding in that unpredictable element. It could be something like: [U]Charge[/U] When you take the Charge action, you gain extra movement for the current turn. To determine the increase, roll a d6 and multiple the result by 5. For example, on the roll of a 3 the creature would gain an extra 15ft of movement for the current turn. Any modifiers affecting your movement do not affect this increase. If you finish your turn within 5ft of a hostile creature you can use your bonus action to make an attack. [/QUOTE]
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