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<blockquote data-quote="JamesonCourage" data-source="post: 5826053" data-attributes="member: 6668292"><p>I can suggest three different "fixes" for your specific game (a Conan game with barbarian PCs).</p><p></p><p>1) Cut all rounds down to one move or standard action. If someone is 30 feet away, they can move up to you before you can throw your spear. If someone is 60 feet away, they can't.</p><p></p><p>2) Treat all first rounds of combat as "surprise" rounds, even if everyone is aware. In the first round, everyone gets one action. It doesn't prevent "he moves around the kid you're protecting and attacks" problem, though, where the first suggestion does.</p><p></p><p>3) Allow readied actions out of combat. If he has his javelin out, let him say "I'm ready to throw my javelin against anything that seems hostile" while walking around the caves. It shouldn't work for a long time (like on night watch), but in high tension situations, this is exactly what people do. Ever walked around holding a weapon at the ready because you thought you might need to swing it in a hurry? It's always in a high tension scenario, such as exploring somewhere you feel threatened (like your dark home if you heard a noise, or a camp fire area after you hear a few twig snaps).</p><p></p><p>I'd combine 1 & 3, personally. Allow out-of-combat readied actions, as well as cutting rounds down to one action per round. That guy can move around to get in position to attack that child. On my turn, I'll five foot step into the child's square (pushing him behind me), and take a swing at the guy. On the child's turn, he'll five foot step behind me. Who's going to win this fight?</p><p></p><p>It might have some issues once you branch away from just barbarian PCs, though. I can't say for sure. Still, that's my view on the subject. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5826053, member: 6668292"] I can suggest three different "fixes" for your specific game (a Conan game with barbarian PCs). 1) Cut all rounds down to one move or standard action. If someone is 30 feet away, they can move up to you before you can throw your spear. If someone is 60 feet away, they can't. 2) Treat all first rounds of combat as "surprise" rounds, even if everyone is aware. In the first round, everyone gets one action. It doesn't prevent "he moves around the kid you're protecting and attacks" problem, though, where the first suggestion does. 3) Allow readied actions out of combat. If he has his javelin out, let him say "I'm ready to throw my javelin against anything that seems hostile" while walking around the caves. It shouldn't work for a long time (like on night watch), but in high tension situations, this is exactly what people do. Ever walked around holding a weapon at the ready because you thought you might need to swing it in a hurry? It's always in a high tension scenario, such as exploring somewhere you feel threatened (like your dark home if you heard a noise, or a camp fire area after you hear a few twig snaps). I'd combine 1 & 3, personally. Allow out-of-combat readied actions, as well as cutting rounds down to one action per round. That guy can move around to get in position to attack that child. On my turn, I'll five foot step into the child's square (pushing him behind me), and take a swing at the guy. On the child's turn, he'll five foot step behind me. Who's going to win this fight? It might have some issues once you branch away from just barbarian PCs, though. I can't say for sure. Still, that's my view on the subject. As always, play what you like :) [/QUOTE]
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