JackFrostAgain
First Post
When I think of a 'swashbuckler' I envision a lightly armored rapier-wielding smart-ass tumbling about and adapting to a changing battlefield. The idea of "movement chains" is that the swashbuckler adapts the way they move to the situation and comes out on top/makes it work to his advantage.
Here are my very rough examples...
Climbing and jumping could become blurred together allowing "wall running", while still allowing a charge. The more squares you cover in this way, the greater the risk of slipping up, but the higher your defense bonus vs. opportunity attacks. Running up walls? Sure if you have enough momentum! Leaping off a rope as if you had a running start? Sure if youve reached a number of trigger squares equal to the length of the jump.
The player could 1/round as a free action define a "trigger square" at least 8 squares away which when they reach triggers one of 3 movement class features. The idea is there is terrain in the background that the swashbuckler sees how to exploit. The more trigger squares you reach without interruption (eg. Hit by an attack) the greater the effects of the movement class feature.
Each enemy the swashbuckler passes while moving on his turn grants him a +1 speed bonus and/or +1 defense vs opportunity attacks and/or +1 to next Athletics/Acrobatics check (up to primary stat max).
These could even be built into different stances. One stance might even allow them to react swiftly to a forced movemen effect to start a movement chain.
Did that make sense?
Not only makes sense as it seems great!
But don't you think it could work as utility or even daily/encounter powers? And we could presents a paragon path that focus in this kind of stuff (triggering movements). As I said, you need to keep in mind that this concept isn't the only one the swashbuckler archetype represents. And the game provides core mechanics that let you specialize some aspects of a class.