Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Increasing combat mobility
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SuedodeuS" data-source="post: 3561293" data-attributes="member: 52554"><p>I really like this idea. It would definately lead to a more cinematic battle. One of the reasons, however, why you normally can't attack more than once after you've moved 5 feet has to do with time - frankly, it takes too long to reach your enemy for you to be able to get off more than one attack. As it stands, this system would allow a character to move his full speed, then unleash hell on an enemy. I might have a bit of a remedy for this, however.</p><p></p><p>Have a "use it or lose it" system based around the character's movement. Take their actual speed (so it would be speed x2 if they were running) and divide it by number of attacks. This value is basically how far a character can move and still get off their full number of attacks. For each time they pass it without getting off an attack in the intervening time, the number of attacks they get that round drops by . If a character is running, he can only get off one attack on each target.</p><p></p><p>Let's use a human fighter in light armor as an example. At 10th level, he has two attacks, one at +10 and one at +5. His speed is 30 ft. If he's just hustling, this means he can move up to 15 ft before his first attack. Provided he makes an attack during this first 15 ft, he also gets another attack (at +5) at one additional target within his movement range (or against the first target if he wants). If he moved 20+ ft before his first attack, however, he'd only get one attack at +10. If running, he could move up to 30 ft before his first attack and still be able to get off a second, although not against the same target.</p><p>Now let's level this guy up to 15 so that he has +15/+10/+5. Now his "use it or lose it" distance is only 10 ft. So he could move up to 10 ft away from his starting position and make a +15 attack, then move up to 20 ft away from his initial starting position and make a +10 attack, then move up to 30 ft away from his initial starting position and make a +5 attack. If he had to move 15 ft before making his first attack, he'd make one at +15 and still have one left (to be used at any point within his range) at +10. If he had to move more than 20 ft, though, he would only be able to get off one attack. If running, he could move up to 20 ft before his first attack and still be able to get off two more, although not against the same target as the first.</p><p></p><p></p><p>Sorry for taking up so much space, but you gave me an idea so I ran with it. For mounted characters, they would use their mount's speed for their "use it or lose it" distance. For dual wielding characters, have each hand be done seperately - so a 3-attack character w/ only TWF (thus 4 attacks) would still use 1/3 speed for the "use it or lose it" distance and could make an offhand attack at any point during their movement. The same character w/ Imp.TWF would use 1/3 speed for their normal weapon and 1/2 for their offhand weapon. To prevent things from getting bogged down, you should probably have players write down their "use it or lose it" distance next to their speed for a quick reference.</p><p></p><p>As for feats, mobility would actually be more useful (since it adds to your AC against AoO for moving out of threatened squares - something you'll likely do a lot of). Whirlwind would still be a good thing to have, since it lets you attack every foe within range at your highest BAB (so the 15th level fighter from above could get off 8 +15 attacks if completely surrounded by other medium sized enemies). <s>Ride-by attack and spring attack could be revamped so that, instead of just letting you do what this variant allows naturally, they let you do it <em>without provoking attacks of opportunity</em>.</s></p><p>[edit: I just took a look at the PHB, and it turns out ride-by attack and spring attack already work w/o provoking attacks of opportunity. I think they would still be worthwhile feats, particularly because you can now make <em>multiple</em> such attacks.]</p><p></p><p>Finally, I think this would work perfectly well implemented for all classes equally. Warriors still get the biggest advantage (since they have a high BAB), rogues and bards are able to use it, clerics generally won't get a huge advantage out of it (they have a middling BAB and rely on heavy armor), and it's nearly useless for arcane spellcasters (since they really shouldn't be using melee attacks anyway). Personally, I wouldn't give spellcasters the option to move, cast, then move again without a feat. If I did, I'd probably require them to make a concentration check, but that's your call.</p></blockquote><p></p>
[QUOTE="SuedodeuS, post: 3561293, member: 52554"] I really like this idea. It would definately lead to a more cinematic battle. One of the reasons, however, why you normally can't attack more than once after you've moved 5 feet has to do with time - frankly, it takes too long to reach your enemy for you to be able to get off more than one attack. As it stands, this system would allow a character to move his full speed, then unleash hell on an enemy. I might have a bit of a remedy for this, however. Have a "use it or lose it" system based around the character's movement. Take their actual speed (so it would be speed x2 if they were running) and divide it by number of attacks. This value is basically how far a character can move and still get off their full number of attacks. For each time they pass it without getting off an attack in the intervening time, the number of attacks they get that round drops by . If a character is running, he can only get off one attack on each target. Let's use a human fighter in light armor as an example. At 10th level, he has two attacks, one at +10 and one at +5. His speed is 30 ft. If he's just hustling, this means he can move up to 15 ft before his first attack. Provided he makes an attack during this first 15 ft, he also gets another attack (at +5) at one additional target within his movement range (or against the first target if he wants). If he moved 20+ ft before his first attack, however, he'd only get one attack at +10. If running, he could move up to 30 ft before his first attack and still be able to get off a second, although not against the same target. Now let's level this guy up to 15 so that he has +15/+10/+5. Now his "use it or lose it" distance is only 10 ft. So he could move up to 10 ft away from his starting position and make a +15 attack, then move up to 20 ft away from his initial starting position and make a +10 attack, then move up to 30 ft away from his initial starting position and make a +5 attack. If he had to move 15 ft before making his first attack, he'd make one at +15 and still have one left (to be used at any point within his range) at +10. If he had to move more than 20 ft, though, he would only be able to get off one attack. If running, he could move up to 20 ft before his first attack and still be able to get off two more, although not against the same target as the first. Sorry for taking up so much space, but you gave me an idea so I ran with it. For mounted characters, they would use their mount's speed for their "use it or lose it" distance. For dual wielding characters, have each hand be done seperately - so a 3-attack character w/ only TWF (thus 4 attacks) would still use 1/3 speed for the "use it or lose it" distance and could make an offhand attack at any point during their movement. The same character w/ Imp.TWF would use 1/3 speed for their normal weapon and 1/2 for their offhand weapon. To prevent things from getting bogged down, you should probably have players write down their "use it or lose it" distance next to their speed for a quick reference. As for feats, mobility would actually be more useful (since it adds to your AC against AoO for moving out of threatened squares - something you'll likely do a lot of). Whirlwind would still be a good thing to have, since it lets you attack every foe within range at your highest BAB (so the 15th level fighter from above could get off 8 +15 attacks if completely surrounded by other medium sized enemies). [S]Ride-by attack and spring attack could be revamped so that, instead of just letting you do what this variant allows naturally, they let you do it [I]without provoking attacks of opportunity[/I].[/S] [edit: I just took a look at the PHB, and it turns out ride-by attack and spring attack already work w/o provoking attacks of opportunity. I think they would still be worthwhile feats, particularly because you can now make [I]multiple[/I] such attacks.] Finally, I think this would work perfectly well implemented for all classes equally. Warriors still get the biggest advantage (since they have a high BAB), rogues and bards are able to use it, clerics generally won't get a huge advantage out of it (they have a middling BAB and rely on heavy armor), and it's nearly useless for arcane spellcasters (since they really shouldn't be using melee attacks anyway). Personally, I wouldn't give spellcasters the option to move, cast, then move again without a feat. If I did, I'd probably require them to make a concentration check, but that's your call. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Increasing combat mobility
Top