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Move Attack Move: Issues with The New Standard for Combat
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<blockquote data-quote="Plaguescarred" data-source="post: 6281874" data-attributes="member: 6701422"><p>This scenario do require proper numbers (2+), location (large room proximity to 5' corridor), positioning (lone creature in corridor) and timing (all one side winning initiative) for it to work as it did.</p><p></p><p>Being within 25 feet or less of enemy (assuming a speed of 30 feet) means they can move up to you, attack and retreat but it only becomes a position of disadvantage if you are stuck with the rest of your party not able to do the same. But terrain and tactics do that, giving an advantage and often the best way to not expose yourself to it is to retreat further back to regroup.</p><p></p><p>I think Breaking Up A Move does much more good than bad even with this corner cases. It increase mobility significantly and makes combat more fluid as a result. Now you can move, open a door (or take any other action) and continue moving for exemple, which has never been possible before. Things seems to flow more naturally in gameplay.</p><p></p><p>I wouldn't be against the proposed rule of moving into occupied space counting as difficult terrain and taking 5 extra feet of movement to do so. But that would reduce this mobility and fluidity because of corner case and i am not sure its really necessary as its not something that happen frequently, requiring many factors to line up at the right place and time.</p></blockquote><p></p>
[QUOTE="Plaguescarred, post: 6281874, member: 6701422"] This scenario do require proper numbers (2+), location (large room proximity to 5' corridor), positioning (lone creature in corridor) and timing (all one side winning initiative) for it to work as it did. Being within 25 feet or less of enemy (assuming a speed of 30 feet) means they can move up to you, attack and retreat but it only becomes a position of disadvantage if you are stuck with the rest of your party not able to do the same. But terrain and tactics do that, giving an advantage and often the best way to not expose yourself to it is to retreat further back to regroup. I think Breaking Up A Move does much more good than bad even with this corner cases. It increase mobility significantly and makes combat more fluid as a result. Now you can move, open a door (or take any other action) and continue moving for exemple, which has never been possible before. Things seems to flow more naturally in gameplay. I wouldn't be against the proposed rule of moving into occupied space counting as difficult terrain and taking 5 extra feet of movement to do so. But that would reduce this mobility and fluidity because of corner case and i am not sure its really necessary as its not something that happen frequently, requiring many factors to line up at the right place and time. [/QUOTE]
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Move Attack Move: Issues with The New Standard for Combat
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