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Legends and Lore - What Can You Do?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5740668" data-attributes="member: 54877"><p>I don't think the single action--attack, move, or do something else--is a good option. In a phased combat system (as anything with rounds will be), it is already too easy to lessen the effects of movement. In reality, short of a packed ancient or medieval melee army formation, movement is critical. It would certainly be critical in the kind of things that D&D typically models.</p><p> </p><p>Now that doesn't mean that movement has to be an action. It does mean that if movement is an explicit action, it should be independent of the "standard" action. Or you could abstract the movement some other way. The former is better for a miniatures focus, and the latter is probably better to get away from miniatures. (I'm sure this consideration is at least sensed, and thus biases answers somewhat. <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>I'd be fine with a two action setup: Standard and Move, with things like drawing weapons getting rolled into Move and drinking potions rolled into Standard. </p><p> </p><p>I'd also be fine with an abstract move that is narrated and/or semi-mechanically handled with "positioning" based on speed, initiative, etc.</p><p> </p><p>A possible hybrid variant of ExploderWizard's option would be to make the moves by side and leave the attacks as individual things. That is, you state your positioning intents as a group. Have some kind of positioning/initiative combined roll to shake out how well you did. Then go around the table with a single action for your attacks (or any alternate uses for the action).</p><p> </p><p>Drawing weapons and other objects can be abstracted into the movement. Drinking potions or throwing that dagger in your off hand can be fall-back options when the positioning didn't work out this round. Or maybe you can have short-range charges and/or delays (with penalties) to cut down on the wasted "attack" options. In any case, you'd probably want some kind of limited interrupt/reaction movement to create a more dynamic feel, but you might get a lot of (feel) mileage out of a little movement, if all the regular movement was abstracted more. (For example, in the 4E model, a push 1 effect on an attack power isn't all that, unless you've got hazardous terrain or sustained effects nearby, or can setup flanks. But in a positioning model, then attack, blasting everyone back might give them penalties when they come at you from out of distance, or avoid such a penalty for an ally.)</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5740668, member: 54877"] I don't think the single action--attack, move, or do something else--is a good option. In a phased combat system (as anything with rounds will be), it is already too easy to lessen the effects of movement. In reality, short of a packed ancient or medieval melee army formation, movement is critical. It would certainly be critical in the kind of things that D&D typically models. Now that doesn't mean that movement has to be an action. It does mean that if movement is an explicit action, it should be independent of the "standard" action. Or you could abstract the movement some other way. The former is better for a miniatures focus, and the latter is probably better to get away from miniatures. (I'm sure this consideration is at least sensed, and thus biases answers somewhat. ;)) I'd be fine with a two action setup: Standard and Move, with things like drawing weapons getting rolled into Move and drinking potions rolled into Standard. I'd also be fine with an abstract move that is narrated and/or semi-mechanically handled with "positioning" based on speed, initiative, etc. A possible hybrid variant of ExploderWizard's option would be to make the moves by side and leave the attacks as individual things. That is, you state your positioning intents as a group. Have some kind of positioning/initiative combined roll to shake out how well you did. Then go around the table with a single action for your attacks (or any alternate uses for the action). Drawing weapons and other objects can be abstracted into the movement. Drinking potions or throwing that dagger in your off hand can be fall-back options when the positioning didn't work out this round. Or maybe you can have short-range charges and/or delays (with penalties) to cut down on the wasted "attack" options. In any case, you'd probably want some kind of limited interrupt/reaction movement to create a more dynamic feel, but you might get a lot of (feel) mileage out of a little movement, if all the regular movement was abstracted more. (For example, in the 4E model, a push 1 effect on an attack power isn't all that, unless you've got hazardous terrain or sustained effects nearby, or can setup flanks. But in a positioning model, then attack, blasting everyone back might give them penalties when they come at you from out of distance, or avoid such a penalty for an ally.) [/QUOTE]
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