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Move Attack Move: Issues with The New Standard for Combat
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6281773" data-attributes="member: 882"><p>I wonder how it would play out if you adopted the rules from (for instance, I'm sure there are other examples) the recent XCOM games. In them you get two actions, but as soon as you attack (one action), your turn is over. This would obviously stop the duergar conga line, but would also unfortunately prevent the pop-out, fire, pop-in action of a ranged attacker. I'm inclined to say the latter is also ridiculous if you consider actions happening at the same time - ten duergar cannot all take a turn to shoot down the corridor in six seconds. The two either side of the corridor could for sure, which says to me that the rules should let you peek around cover. This also solves the slightly silly problem that strictly, after you shoot down the corridor and duck back behind your cover, you can't see anything happening down it.</p><p></p><p>So to allow for some dynamics, there needs to be some bending of the 'attack and your turn is over' rule. Clearly it's better as 'if you attack first thing, you can still move', provided your target still has a reaction to potentially use against you, but if they use it, then yes, the 2nd and 3rd attackers that turn could disengage for free. This would be perhaps easier ruled as 'if you consider all people in the same melee, and your team outnumbers your opponents, you can disengage for free'. You might even want to make melee strict and deadly with a 'once you're in melee, there's no getting out without a distraction, a trick, a spell or someone helping you out'. Anyway back to dynamics, clearly if your attack kills your opponent, you should be able to still move, so that fighters can gleefully cleave through goblins when they have multiple attacks, and clearly some tricks should exist to let you move-attack-move fully - like spring attack. I am inclined to agree with the OP though - everyone having it by default is a bit silly, and I would go further to say that it makes some monsters or characters less interesting because they should *uniquely* be able to do it.</p><p></p><p>Let's be more elaborate:</p><p>[sblock]The rules are that on your turn, you get to move your speed and take an action such as attacking or casting a spell etc. The key rule change is to state that after an attack/spell/whathaveyou action, you can no longer move. To allow for the best bits of flexibility from the current rules, you can still use leftover movement to do other stuff - so you could switch weapons or close a door or something even if you've attacked.</p><p></p><p>The first exception to the rule would be that you're still allowed to move if you attack immediately at the start of your turn. The second would be if you kill your opponent with a melee attack and are no longer in melee. For opportunity attacks, you have to work out whether you are in melee, and whether you are stuck in melee - let's call that 'overwhelmed'. This is easy to envisage on a grid but not necessary - you are in melee if an opponent threatens you. To determine if you are overwhelmed, count up who is in the same melee by starting from you, counting every opponent who threatens you, then every one of your allies that threatens them in melee, and so on until you're done. If there are more of their team than yours then you are overwhelmed and moving out of melee will provoke reactions from everyone you are immediately in melee with (if there's no clear exit path you might trigger these again and again, so limit reactions to one per person per person's turn. If you're not overwhelmed, you can move without provoking reactions (but again if there's no clear path you might stumble into a melee you are overwhelmed by. An example: the fighter is in front, three goblins face him in melee - he cannot move without giving a reaction to each of them. If two rogues appear from the shadows behind them (and they aren't killed), then the teams are now equal and he could escape melee (notably trapping the rogues who would then become overwhelmed themselves). If the fighter waits and then another goblin appears behind the rogues, then they are all once again overwhelmed - even if the fighter tried to escape, the rogues cannot distract the goblins themselves because another goblin is distracting them.</p><p></p><p>Exceptions beyond this ought to be abilities/powers/spells - stuff like the super defender fighter counts as *two* when counting up who is in melee, or the rogue being able to escape if their attack is successful, or a giant owl being able to fly-by and attack provided they use their full movement in a continuous line.[/sblock]</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6281773, member: 882"] I wonder how it would play out if you adopted the rules from (for instance, I'm sure there are other examples) the recent XCOM games. In them you get two actions, but as soon as you attack (one action), your turn is over. This would obviously stop the duergar conga line, but would also unfortunately prevent the pop-out, fire, pop-in action of a ranged attacker. I'm inclined to say the latter is also ridiculous if you consider actions happening at the same time - ten duergar cannot all take a turn to shoot down the corridor in six seconds. The two either side of the corridor could for sure, which says to me that the rules should let you peek around cover. This also solves the slightly silly problem that strictly, after you shoot down the corridor and duck back behind your cover, you can't see anything happening down it. So to allow for some dynamics, there needs to be some bending of the 'attack and your turn is over' rule. Clearly it's better as 'if you attack first thing, you can still move', provided your target still has a reaction to potentially use against you, but if they use it, then yes, the 2nd and 3rd attackers that turn could disengage for free. This would be perhaps easier ruled as 'if you consider all people in the same melee, and your team outnumbers your opponents, you can disengage for free'. You might even want to make melee strict and deadly with a 'once you're in melee, there's no getting out without a distraction, a trick, a spell or someone helping you out'. Anyway back to dynamics, clearly if your attack kills your opponent, you should be able to still move, so that fighters can gleefully cleave through goblins when they have multiple attacks, and clearly some tricks should exist to let you move-attack-move fully - like spring attack. I am inclined to agree with the OP though - everyone having it by default is a bit silly, and I would go further to say that it makes some monsters or characters less interesting because they should *uniquely* be able to do it. Let's be more elaborate: [sblock]The rules are that on your turn, you get to move your speed and take an action such as attacking or casting a spell etc. The key rule change is to state that after an attack/spell/whathaveyou action, you can no longer move. To allow for the best bits of flexibility from the current rules, you can still use leftover movement to do other stuff - so you could switch weapons or close a door or something even if you've attacked. The first exception to the rule would be that you're still allowed to move if you attack immediately at the start of your turn. The second would be if you kill your opponent with a melee attack and are no longer in melee. For opportunity attacks, you have to work out whether you are in melee, and whether you are stuck in melee - let's call that 'overwhelmed'. This is easy to envisage on a grid but not necessary - you are in melee if an opponent threatens you. To determine if you are overwhelmed, count up who is in the same melee by starting from you, counting every opponent who threatens you, then every one of your allies that threatens them in melee, and so on until you're done. If there are more of their team than yours then you are overwhelmed and moving out of melee will provoke reactions from everyone you are immediately in melee with (if there's no clear exit path you might trigger these again and again, so limit reactions to one per person per person's turn. If you're not overwhelmed, you can move without provoking reactions (but again if there's no clear path you might stumble into a melee you are overwhelmed by. An example: the fighter is in front, three goblins face him in melee - he cannot move without giving a reaction to each of them. If two rogues appear from the shadows behind them (and they aren't killed), then the teams are now equal and he could escape melee (notably trapping the rogues who would then become overwhelmed themselves). If the fighter waits and then another goblin appears behind the rogues, then they are all once again overwhelmed - even if the fighter tried to escape, the rogues cannot distract the goblins themselves because another goblin is distracting them. Exceptions beyond this ought to be abilities/powers/spells - stuff like the super defender fighter counts as *two* when counting up who is in melee, or the rogue being able to escape if their attack is successful, or a giant owl being able to fly-by and attack provided they use their full movement in a continuous line.[/sblock] [/QUOTE]
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