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Everybody has Spring Attack
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<blockquote data-quote="77IM" data-source="post: 5945919" data-attributes="member: 12377"><p>So I've DMed a few sessions of Caves of Chaos. We're using the grid (it's what we're used to, and we like it, and one of the players has a really sweet collection of minis). Now, AoOs/OAs are completely gone, and it turns out I don't miss them AT ALL. The combats are much faster and more dynamic, and easier to run, without worrying about "threatened zones" and making a bunch of extra attack rolls.</p><p></p><p>...But, by the rules, you can take your action at any point during your movement. This has led to two phenomena:</p><p></p><p>1. Everybody has Spring Attack. You can run in to melee, stab a guy, and then run BACK around the corner, out of range and next to the Defender. Even the wizard can "Spring Burning Hands" to line up a shot and then retreat to safety. Worse, if the PCs have formed a choke-point, enemies can use this tactic against them by having each monster run up, make an attack, then run away, clearing the square for a new monster.</p><p></p><p>2. Ranged attackers in melee can move back, shoot, then move UP to re-form the line (notably for our laser-cleric who picked up a shield and is now a decent front-liner). Taking disadvantage for making a ranged attack never happens unless you are truly pinned.</p><p></p><p></p><p>I have a potential house-rule fix and want to run it past the peanut gallery before exposing my players to a potentially bad idea. What if you just couldn't split your movement. So you can take your action before or after your movement but not during. This eliminates the spring-attack issues entirely. It doesn't quite solve the ranged attack issues but seems like it should help; it forces a ranged attacker to move out of melee and adopt a new position which may be a worse position in some other way.</p><p></p><p>What do you think, sirs?</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 5945919, member: 12377"] So I've DMed a few sessions of Caves of Chaos. We're using the grid (it's what we're used to, and we like it, and one of the players has a really sweet collection of minis). Now, AoOs/OAs are completely gone, and it turns out I don't miss them AT ALL. The combats are much faster and more dynamic, and easier to run, without worrying about "threatened zones" and making a bunch of extra attack rolls. ...But, by the rules, you can take your action at any point during your movement. This has led to two phenomena: 1. Everybody has Spring Attack. You can run in to melee, stab a guy, and then run BACK around the corner, out of range and next to the Defender. Even the wizard can "Spring Burning Hands" to line up a shot and then retreat to safety. Worse, if the PCs have formed a choke-point, enemies can use this tactic against them by having each monster run up, make an attack, then run away, clearing the square for a new monster. 2. Ranged attackers in melee can move back, shoot, then move UP to re-form the line (notably for our laser-cleric who picked up a shield and is now a decent front-liner). Taking disadvantage for making a ranged attack never happens unless you are truly pinned. I have a potential house-rule fix and want to run it past the peanut gallery before exposing my players to a potentially bad idea. What if you just couldn't split your movement. So you can take your action before or after your movement but not during. This eliminates the spring-attack issues entirely. It doesn't quite solve the ranged attack issues but seems like it should help; it forces a ranged attacker to move out of melee and adopt a new position which may be a worse position in some other way. What do you think, sirs? -- 77IM [/QUOTE]
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