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Everybody has Spring Attack
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<blockquote data-quote="77IM" data-source="post: 5948304" data-attributes="member: 12377"><p>Thanks for all the advice. I want to reiterate that this post was after playing two whole sessions of DDN (about 10 hours) and everybody getting creative with the Spring Attacking. It really was a problem, especially the Kobold Karousel.</p><p></p><p>For our third session, we tried playing with no split movement, and it worked like a charm. The only PC who was really badly inconvenienced was the wizard -- because he could no longer run into melee, toss <em>burning hands</em>, and then run back out. I think that's an improvement. Melee spells should be dangerous, and monsters shouldn't have to guess when to ready actions for counterattacking the wizard's <em>burning hands</em>.</p><p></p><p>Conversely, applying this rule probably prevented a TPK. The party was already a little scratched up when they found themselves sandwiched in a corridor between 20 orcs on one side and the chieftain and his elite orcs on the other. The PCs did a great job bottling up the hall with <em>grease</em> but there were several times that the orcs could have done an Orc Carousel but were not allowed to. This forced the orcs to adopt better tactics (and since orcs are stupid, I limited what they were actually capable of thinking up).</p><p></p><p>It looks like the design team is considering solving this problem with "withdrawal attacks." I've played a ton of Savage Worlds which uses a similar mechanic and works well. It's not like AoOs because it's very easy to figure out. It does introduce extra checks in combat but that could speed things up if those checks result in more damage.</p><p></p><p>I do like the idea of allowing split movement, but at a disadvantage (or with a DC 10 check, for things that don't normally require checks). I'll have to keep that in mind.</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 5948304, member: 12377"] Thanks for all the advice. I want to reiterate that this post was after playing two whole sessions of DDN (about 10 hours) and everybody getting creative with the Spring Attacking. It really was a problem, especially the Kobold Karousel. For our third session, we tried playing with no split movement, and it worked like a charm. The only PC who was really badly inconvenienced was the wizard -- because he could no longer run into melee, toss [I]burning hands[/I], and then run back out. I think that's an improvement. Melee spells should be dangerous, and monsters shouldn't have to guess when to ready actions for counterattacking the wizard's [I]burning hands[/I]. Conversely, applying this rule probably prevented a TPK. The party was already a little scratched up when they found themselves sandwiched in a corridor between 20 orcs on one side and the chieftain and his elite orcs on the other. The PCs did a great job bottling up the hall with [i]grease[/i] but there were several times that the orcs could have done an Orc Carousel but were not allowed to. This forced the orcs to adopt better tactics (and since orcs are stupid, I limited what they were actually capable of thinking up). It looks like the design team is considering solving this problem with "withdrawal attacks." I've played a ton of Savage Worlds which uses a similar mechanic and works well. It's not like AoOs because it's very easy to figure out. It does introduce extra checks in combat but that could speed things up if those checks result in more damage. I do like the idea of allowing split movement, but at a disadvantage (or with a DC 10 check, for things that don't normally require checks). I'll have to keep that in mind. -- 77IM [/QUOTE]
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