Abraxas
Explorer
Then you haven't had the orcs mix it up between delaying and readying enough. The people I game with aren't stupid.If the Orc is in melee throwing his weapon will almost never work since he's got Disadvantage. Heck, he should have just spent his action to throw the thing in the first place and saved some initiative.
As to the idea that the players don't know what the Orc is doing when he skips his initiative - every group I've ever played with is too savvy for that. When a monster is waiting for something they make it a point not to come within reach.
While it doesn't specifically spell it out in the playtest document, I've never been in a game where the creatures that can attack are stacked like cord wood. All creatures occupy some sort of set space - they can allow someone to pass through that space - that doesn't mean that those creatures can attack from the same space. That is most likely the difference here. I would not allow a creature to attack while in a space occupied by another friendly creature (whatever size space that is). So there has to be a clear space adjacent to the target for the creature to move into to make the attack. Perhaps if the rules just made that statement this wouldn't seem so egregious.See, I'm not sure how to limit those numbers based on the scenario. I don't see any hard-and-fast rules for how many friendly creatures can fit in a 10' square and shift around in it - let alone spill back into the next 10' square. If the wizard can get between the two front-line warriors to spring-attack the Orcs locked in melee with them then the limit obviously isn't 5' across per character.
Realistically 100 square feet can fit a lot of medium sized people fighting in close ranks, let along small-sized creatures. Upgrade to Goblins with a 30' move and the Merry-Go-Round of attacks can get really silly.
I don't think capacity is going to be a sufficient limiting factor.
I don't follow your math. You'd really have to spell it out for me.
As for the math - I just pictured a room with a 10' hall exiting it. If the defenders are in the hall right at the edge of the room - and creatures can't attack while in a square occupied by a friendly - only 20 kobolds could do the round robin melee conga line. If the defenders back up and are 10' back from the room only 8 kobolds could rotate through, and that would leave 2 of them adjacent to the defenders at the end of their turn.
YMMV - I would prefer something else. I see this as being excessively harsh on PCs.Dashing in and out of melee is a reckless and frenzied activity. If you are trying to focus on doing something other than that (like shoot at someone) you're multi-tasking too hard and your defense suffers. In terms of economy there has to be some trade-off and I'm opposed to Opportunity Attacks for the sake of logistic simplicity. (Introducing the questions of "how many of the Orcs get OAs?" etc. is a nightmare for TotM).
You get an action and a move each round. So with your examples you can move and charge or withdraw and move - both of which net you a double move and a regular move = triple move. So, just make them Charge: move you speed and attack and Withdraw: Move your speed. You do not grant advantage for leaving melee during your turn.I don't follow you. In my example Withdraw and Charge are actions. They double your movement when you declare them so you get the benefit of using your action to move. I didn't want the extra fiddly bits about what part of your movement is "charging" or "evading." I like the simplicity of "Take this Action: Get double-move + benefit."
Regardless, I don't doubt that there will either be a basic rule or a module with a rule that addresses this. As it is - the people I game with like it this way.