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<blockquote data-quote="Sir Brennen" data-source="post: 7139850" data-attributes="member: 553"><p>I haven't seen too much of an issue in 5e regarding movement, either. We do use a grid and minis. My players <em>love</em> the fact you can break up your move before and after actions/attacks. The better AC/Hp characters will often take an AoO so others can move (since the enemy used up their reaction.)</p><p></p><p>As others mentioned, terrain can play a big part, too. Just be careful not to set up bottle-necks to movement if that's not what you want. </p><p></p><p>Also, as the DM, you've got to give the PCs reasons to move. If the bad guys just stand there, so will the PCs. If the squishy in the back just scorching ray'd the troll, have the troll break off melee and charge him. Most PCs aren't going to get a ton of damage in on an AoO. </p><p></p><p>If all the PCs gang up on a creature (i.e, multiple AoO against the baddie if he moves), add circumstances or abilities that temporarily give PCs disadvantage on attacks for a round (Shocking Grasp, Darkness, Blindness, etc.) Use Levitate, Misty Step, Spider Climb and other mobility magic and abilities.</p><p></p><p>Use mixes of melee and ranged opponents. Have some of the NPCs arrive mid-combat. Push and pull the PCs around.</p><p></p><p>Speaking of, I like the idea of poor saves for certain effects knocking the PCs around. On the flip side, you could also let a good save (roll of 20+) allow a character to move to the closest point outside of a Area attack, or half their movement, which ever is less.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 7139850, member: 553"] I haven't seen too much of an issue in 5e regarding movement, either. We do use a grid and minis. My players [i]love[/i] the fact you can break up your move before and after actions/attacks. The better AC/Hp characters will often take an AoO so others can move (since the enemy used up their reaction.) As others mentioned, terrain can play a big part, too. Just be careful not to set up bottle-necks to movement if that's not what you want. Also, as the DM, you've got to give the PCs reasons to move. If the bad guys just stand there, so will the PCs. If the squishy in the back just scorching ray'd the troll, have the troll break off melee and charge him. Most PCs aren't going to get a ton of damage in on an AoO. If all the PCs gang up on a creature (i.e, multiple AoO against the baddie if he moves), add circumstances or abilities that temporarily give PCs disadvantage on attacks for a round (Shocking Grasp, Darkness, Blindness, etc.) Use Levitate, Misty Step, Spider Climb and other mobility magic and abilities. Use mixes of melee and ranged opponents. Have some of the NPCs arrive mid-combat. Push and pull the PCs around. Speaking of, I like the idea of poor saves for certain effects knocking the PCs around. On the flip side, you could also let a good save (roll of 20+) allow a character to move to the closest point outside of a Area attack, or half their movement, which ever is less. [/QUOTE]
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