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General Tabletop Discussion
*Dungeons & Dragons
Move Attack Move: Issues with The New Standard for Combat
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<blockquote data-quote="Sunseeker" data-source="post: 6281660"><p>I agree with this, and yes I realize that DDN only allows one OA per round, but frankly, with "move, attack, move", it becomes the only solution that doesn't allow the enemy to play "hit and run" all day long, which of course is a great strategy, but it's one of those "if the AI was really that smart, they'd win." Which doesn't make for a very enjoyable game when your foes keep employing the same tactics and keep trouncing you.</p><p></p><p>I've made some general alterations to my game, and I generally allow my players to act as a group, since you can hold your turn until a specific action takes place, the group already has the option to buckle down and group up their initiative. So I just skip the foreplay and let them all act as a coordinated group in whatever order they want <em>within </em>that group action.</p><p></p><p>To some extent, the solution is for bad guys to do dumb things, like charge in and <strong>not </strong>run away.</p><p> </p><p></p><p></p><p>This too. Like with my players, if my NPCs are a coordinated group (which acting in sequential initiative <em>can</em> imply), they coordinate their actions. Not all NPCs are going to be a coordinated group, even if they act in a block inititive, and when they do, I'll often provide a "leader" NPC. Someone for the players to take out in order to disrupt a coordinated foe. Yay morale bonuses/penalties!</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6281660"] I agree with this, and yes I realize that DDN only allows one OA per round, but frankly, with "move, attack, move", it becomes the only solution that doesn't allow the enemy to play "hit and run" all day long, which of course is a great strategy, but it's one of those "if the AI was really that smart, they'd win." Which doesn't make for a very enjoyable game when your foes keep employing the same tactics and keep trouncing you. I've made some general alterations to my game, and I generally allow my players to act as a group, since you can hold your turn until a specific action takes place, the group already has the option to buckle down and group up their initiative. So I just skip the foreplay and let them all act as a coordinated group in whatever order they want [I]within [/I]that group action. To some extent, the solution is for bad guys to do dumb things, like charge in and [B]not [/B]run away. This too. Like with my players, if my NPCs are a coordinated group (which acting in sequential initiative [I]can[/I] imply), they coordinate their actions. Not all NPCs are going to be a coordinated group, even if they act in a block inititive, and when they do, I'll often provide a "leader" NPC. Someone for the players to take out in order to disrupt a coordinated foe. Yay morale bonuses/penalties! [/QUOTE]
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Move Attack Move: Issues with The New Standard for Combat
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