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Move Attack Move: Issues with The New Standard for Combat
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<blockquote data-quote="Sword of Spirit" data-source="post: 6281948" data-attributes="member: 6677017"><p>Additional thoughts:</p><p></p><p>While I was originally thinking the game could have a rule declaring it difficult terrain, I'm thinking now that it works better as a ruling.</p><p></p><p>From the current rules: "When you encounter terrain you cannot <em>move across normally</em>, the DM adjudicates what happens. Most often, such an area is difficult terrain."</p><p></p><p>So bumping elbows and walls in dungeon corridors as difficult terrain? Absolutely. Running past your ally in an open field? Not so much.</p><p></p><p>I like the simplicity, and the fact that it's completely RAW and RAI to treat it as difficult terrain if the DM feels it is warranted.</p><p></p><p>As far as both the scene visualization and the actual effects on the game, I also find it satisfying. In the example, the fighter would be facing a maximum of 4 opponents (5 if the last one wanted to end next to the fighter). That's actually would fit my visualization of such a scene better. </p><p></p><p>The fighter stands right outside the doorway, attempting to block off the 5' wide hallway. Duergar, weapons drawn with sneers on their faces press into him en masse. Four of them are able to get close enough to make swings at him, while he takes a swipe at one of them. On his turn he moves forward take another swing or two, or holds his ground, ready to attack the first to come into range. His party lets spells and arrows fly at the duergar. Had there been open space, the duergar would also have been launching ranged attacks, and the party would have had more targets. Of course, the duergar's attacks may have targeted other party members also. The fighter is taking a real risk (depending on level) to defend his allies, and the feel of actually holding back a wave of opponents is there without a cheesy number of such opponents. I like this scene.</p><p></p><p>That's a lot more satisfying than what we are used to from previous editions, where one duergar moves into the 5' hallway, and everyone else stands politely behind him in a single file line waiting their turn to get chopped down by the fighter.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6281948, member: 6677017"] Additional thoughts: While I was originally thinking the game could have a rule declaring it difficult terrain, I'm thinking now that it works better as a ruling. From the current rules: "When you encounter terrain you cannot [I]move across normally[/I], the DM adjudicates what happens. Most often, such an area is difficult terrain." So bumping elbows and walls in dungeon corridors as difficult terrain? Absolutely. Running past your ally in an open field? Not so much. I like the simplicity, and the fact that it's completely RAW and RAI to treat it as difficult terrain if the DM feels it is warranted. As far as both the scene visualization and the actual effects on the game, I also find it satisfying. In the example, the fighter would be facing a maximum of 4 opponents (5 if the last one wanted to end next to the fighter). That's actually would fit my visualization of such a scene better. The fighter stands right outside the doorway, attempting to block off the 5' wide hallway. Duergar, weapons drawn with sneers on their faces press into him en masse. Four of them are able to get close enough to make swings at him, while he takes a swipe at one of them. On his turn he moves forward take another swing or two, or holds his ground, ready to attack the first to come into range. His party lets spells and arrows fly at the duergar. Had there been open space, the duergar would also have been launching ranged attacks, and the party would have had more targets. Of course, the duergar's attacks may have targeted other party members also. The fighter is taking a real risk (depending on level) to defend his allies, and the feel of actually holding back a wave of opponents is there without a cheesy number of such opponents. I like this scene. That's a lot more satisfying than what we are used to from previous editions, where one duergar moves into the 5' hallway, and everyone else stands politely behind him in a single file line waiting their turn to get chopped down by the fighter. [/QUOTE]
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