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General Tabletop Discussion
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Move Attack Move: Issues with The New Standard for Combat
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<blockquote data-quote="delericho" data-source="post: 6281813" data-attributes="member: 22424"><p>It's actually less a problem with MAM specifically, but rather with the discrete turns used in D&D combat generally. As others have noted up-thread, the way it <em>should</em> really work is that everyone is moving at the same time, both duergar and PCs. That would disallow the conga line, because the duergar would necessarily get in one another's way.</p><p></p><p>But D&D just doesn't work like that. Monster 1 goes, takes his full turn while everyone stands waiting, then monster 2 goes, takes his full turn while everyone stands waiting, and so on. (Perhaps the silliest example of this is actually 3e's jumping rules, where a character could end his turn in mid-jump and thus 'hang' there for however long everyone else took for their turn.)</p><p></p><p>All that said, I don't have a better solution. Much shorter turns would fix it, but slow everything lse down a lot, while concurrent movement would likely be a nightmare to implement. As far as I can tell, though, <em>any</em> turn-based system like this is inevitably going to have some issues.</p></blockquote><p></p>
[QUOTE="delericho, post: 6281813, member: 22424"] It's actually less a problem with MAM specifically, but rather with the discrete turns used in D&D combat generally. As others have noted up-thread, the way it [i]should[/i] really work is that everyone is moving at the same time, both duergar and PCs. That would disallow the conga line, because the duergar would necessarily get in one another's way. But D&D just doesn't work like that. Monster 1 goes, takes his full turn while everyone stands waiting, then monster 2 goes, takes his full turn while everyone stands waiting, and so on. (Perhaps the silliest example of this is actually 3e's jumping rules, where a character could end his turn in mid-jump and thus 'hang' there for however long everyone else took for their turn.) All that said, I don't have a better solution. Much shorter turns would fix it, but slow everything lse down a lot, while concurrent movement would likely be a nightmare to implement. As far as I can tell, though, [I]any[/I] turn-based system like this is inevitably going to have some issues. [/QUOTE]
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Move Attack Move: Issues with The New Standard for Combat
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