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Dive and Flyby Attack
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<blockquote data-quote="delericho" data-source="post: 6222999" data-attributes="member: 22424"><p>A dive is a type of charge, and as such the creature performing the action must move in a straight line. Additionally, the creature must descend at least 10ft. as part of the dive. So, yeah, he needs to be above (though not necessarily <em>directly</em> above) an opponent to execute a dive.</p><p></p><p></p><p></p><p>Yep. But, again, only if he dives straight down. If he dives down at an angle, the horizontal part of the motion doesn't benefit from the increase for moving down.</p><p></p><p></p><p></p><p>Yes. That's in the text of flyby attack.</p><p></p><p></p><p></p><p>That's just an artifact of the turn-based combat system. The same happens if the character jumps at the end of his movement, rolls a check high enough to clear whatever he's jumping, but doesn't have enough movement allowance left - he effectively 'hangs' in space while everyone else has their turn and then completes the jump next round. Basically, it's bullet time.</p><p></p><p></p><p></p><p>Depending on the maneuverability class, the creature will have a minimum distance that it must move each round, or it stalls. So, actually, the rules already have that covered.</p><p></p><p>A creature with Perfect maneuverability could indeed stop immediately after a dive, but that's really no more absurd than a creature stopping immediately after a charge - you try running full speed for 60 feet and then stopping on a dime! (If you <em>really</em> want to fix it, all creatures and vehicles should have maximum acceleration/deceleration values to stick to. And you should either eliminate the round structure in favour of continuous movement, or at the very least switch to a <em>much</em> shorter round. Rightly or wrongly, the designers of 3e decided that that was just too much hassle to worry about!)</p></blockquote><p></p>
[QUOTE="delericho, post: 6222999, member: 22424"] A dive is a type of charge, and as such the creature performing the action must move in a straight line. Additionally, the creature must descend at least 10ft. as part of the dive. So, yeah, he needs to be above (though not necessarily [i]directly[/i] above) an opponent to execute a dive. Yep. But, again, only if he dives straight down. If he dives down at an angle, the horizontal part of the motion doesn't benefit from the increase for moving down. Yes. That's in the text of flyby attack. That's just an artifact of the turn-based combat system. The same happens if the character jumps at the end of his movement, rolls a check high enough to clear whatever he's jumping, but doesn't have enough movement allowance left - he effectively 'hangs' in space while everyone else has their turn and then completes the jump next round. Basically, it's bullet time. Depending on the maneuverability class, the creature will have a minimum distance that it must move each round, or it stalls. So, actually, the rules already have that covered. A creature with Perfect maneuverability could indeed stop immediately after a dive, but that's really no more absurd than a creature stopping immediately after a charge - you try running full speed for 60 feet and then stopping on a dime! (If you [i]really[/i] want to fix it, all creatures and vehicles should have maximum acceleration/deceleration values to stick to. And you should either eliminate the round structure in favour of continuous movement, or at the very least switch to a [i]much[/i] shorter round. Rightly or wrongly, the designers of 3e decided that that was just too much hassle to worry about!) [/QUOTE]
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