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Move Attack Move: Issues with The New Standard for Combat
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<blockquote data-quote="jodyjohnson" data-source="post: 6282242" data-attributes="member: 5590"><p>I think it's a mechanic that's only going to be broken for some people. It just depends on what you want the rules to do.</p><p></p><p>Options</p><p>1. Not broken</p><p>2. Tweak OA rules - remove 1/round limitation (1/turn) or not require use of Reaction</p><p>3. Tweak movement rules - moving through allies costs movement, etc.</p><p></p><p>My personal preference would be to value story (the narrative) over the rules. Use the rules to resolve actions in the narrative, not use the rules as world physics and then try to describe that in the narrative. </p><p></p><p>The whole scenario only makes sense to me as a game/mechanical construct and its not something I can see starting with a declared action in the story - it starts with the mechanics and then a story needs to be contrived from the mechanics.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6282242, member: 5590"] I think it's a mechanic that's only going to be broken for some people. It just depends on what you want the rules to do. Options 1. Not broken 2. Tweak OA rules - remove 1/round limitation (1/turn) or not require use of Reaction 3. Tweak movement rules - moving through allies costs movement, etc. My personal preference would be to value story (the narrative) over the rules. Use the rules to resolve actions in the narrative, not use the rules as world physics and then try to describe that in the narrative. The whole scenario only makes sense to me as a game/mechanical construct and its not something I can see starting with a declared action in the story - it starts with the mechanics and then a story needs to be contrived from the mechanics. [/QUOTE]
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Move Attack Move: Issues with The New Standard for Combat
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