I figure it's safe to assume that if you were not planning on playing 4e, then this argument is moot. And if you are going to play 4e, then it is somewhat safe to assume that you are either on the side of "the play's the thing" or on the side of "too much irrationality in movement."
This question is for the "too much irrationality in movement" crowd. It's obvious to me why 1/1/1/1 bothers you. In theory, it's easy to house rule 1/1/1/1 movement to 1/2/1/2 movement. However, if you are unwilling to move to "the play's the thing" camp, how do you address the following situation? (Note, this is a serious question - I'm none too keen on the 1/1/1/1 thing and thought about just house ruling it, but then I thought about this and said to myself -- "if I'm playing 4e, movement is simply going to have to be very abstract, so why bother making 1/1/1/1 into the more complicated - for some - 1/2/1/2.")
A character has a speed of 5 squares a round, giving him a top running speed of 20 squares a round. He chooses to run during his entire turn, so he's now moved as fast as he can possibly move. Now, he gets attacked along the way (perhaps because of AoOs, perhaps because monsters attack him, perhaps both). The monsters start using powers that slide the character. Let's say 5 orcs (much more common when using the 4e "multiple enemies" methodology) attack him, each using an ability that slides him one square. He's now moved 25 squares -- 25% more than is humanly possible for him. Heck, let's say he needs to reach an enemy, but moving full out, he is still one square away -- can he have his allies attack him to "slide" him the rest of the way there? I know what my answer would be as a DM: no to the second, and a minor cringe (until I get used to it) from the first as I don't feel like removing every power that moves people around the combat grid. What's your answer?
This question is for the "too much irrationality in movement" crowd. It's obvious to me why 1/1/1/1 bothers you. In theory, it's easy to house rule 1/1/1/1 movement to 1/2/1/2 movement. However, if you are unwilling to move to "the play's the thing" camp, how do you address the following situation? (Note, this is a serious question - I'm none too keen on the 1/1/1/1 thing and thought about just house ruling it, but then I thought about this and said to myself -- "if I'm playing 4e, movement is simply going to have to be very abstract, so why bother making 1/1/1/1 into the more complicated - for some - 1/2/1/2.")
A character has a speed of 5 squares a round, giving him a top running speed of 20 squares a round. He chooses to run during his entire turn, so he's now moved as fast as he can possibly move. Now, he gets attacked along the way (perhaps because of AoOs, perhaps because monsters attack him, perhaps both). The monsters start using powers that slide the character. Let's say 5 orcs (much more common when using the 4e "multiple enemies" methodology) attack him, each using an ability that slides him one square. He's now moved 25 squares -- 25% more than is humanly possible for him. Heck, let's say he needs to reach an enemy, but moving full out, he is still one square away -- can he have his allies attack him to "slide" him the rest of the way there? I know what my answer would be as a DM: no to the second, and a minor cringe (until I get used to it) from the first as I don't feel like removing every power that moves people around the combat grid. What's your answer?