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Dungeonaday campaign/freeform combat playtest [PFRPG][OOC]
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<blockquote data-quote="HolyMan" data-source="post: 4929794" data-attributes="member: 84167"><p>Let me see if i can answer a few questions that i have missed.</p><p> </p><p>1)I would love the old school feel of there are zombies 40 feet away what do you do? maybe to help we should list movement speeds in character sheet you know normal, charge, run, climb, fly, swim, runx2,run x4 then we can say I charge the zombies or I run x4 away then the only math is </p><p> </p><p>ok zombies are 40 feet away Yuin runs 120, zombies move 30 so end of the round Yuin is 130 ft away (hey I just used x+y=z for the first time since high school, they said I would need that stuff in the real world)</p><p> </p><p>2)Please do not take out the 5' step it is the corner stone of tactical advantage in D&D since it's invention models don't stand toe to toe anymore they shift around trying to get a better vantage point on the other guy</p><p> </p><p>3)[qoute]2. A full round move action to get into position that does not incur AOOs (in my mind's eye, I envision circling around warily in a defensive posture).</p></blockquote><p>Or you could use total defense and move <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>HM</p><p>[/QUOTE]</p>
[QUOTE="HolyMan, post: 4929794, member: 84167"] Let me see if i can answer a few questions that i have missed. 1)I would love the old school feel of there are zombies 40 feet away what do you do? maybe to help we should list movement speeds in character sheet you know normal, charge, run, climb, fly, swim, runx2,run x4 then we can say I charge the zombies or I run x4 away then the only math is ok zombies are 40 feet away Yuin runs 120, zombies move 30 so end of the round Yuin is 130 ft away (hey I just used x+y=z for the first time since high school, they said I would need that stuff in the real world) 2)Please do not take out the 5' step it is the corner stone of tactical advantage in D&D since it's invention models don't stand toe to toe anymore they shift around trying to get a better vantage point on the other guy 3)[qoute]2. A full round move action to get into position that does not incur AOOs (in my mind's eye, I envision circling around warily in a defensive posture). [/quote] Or you could use total defense and move ;) HM [/QUOTE]
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