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Move - Attack - Move
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<blockquote data-quote="howandwhy99" data-source="post: 5929049" data-attributes="member: 3192"><p>Split-Move actions were in OD&D via Chainmail, so this might actually be a throw back rule. It does limit attacks after a x2 move though (I don't see charges anywhere). </p><p></p><p>Creating defensive walls in melee looks to be pretty hard now though. Before it was standing threatened area to threatened area. Now it's occupied space to occupied space. That makes it harder to defend the missile troops (ranged fighters) and artillery (casters). It also makes actual walls much more powerful, but only when closer by. Moving throw an opponent's square is very hard. Moving around that square is without consequence.</p><p></p><p>I do applaud 1 action / 1 round with a move. That's how we play opportunity attacks in OD&D. <em>You threaten only if you haven't actively attacked that round.</em> This provides a tactical benefit to holding actions and going later in a round. Games without grid representation for terrain effects, like walls, lose this ability to provide "known areas of defense" allowing unhindered missile & artillery to pound away. Narrating this imagined situation loses precision across all minds. Sometimes showing with pictures is just easier.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5929049, member: 3192"] Split-Move actions were in OD&D via Chainmail, so this might actually be a throw back rule. It does limit attacks after a x2 move though (I don't see charges anywhere). Creating defensive walls in melee looks to be pretty hard now though. Before it was standing threatened area to threatened area. Now it's occupied space to occupied space. That makes it harder to defend the missile troops (ranged fighters) and artillery (casters). It also makes actual walls much more powerful, but only when closer by. Moving throw an opponent's square is very hard. Moving around that square is without consequence. I do applaud 1 action / 1 round with a move. That's how we play opportunity attacks in OD&D. [I]You threaten only if you haven't actively attacked that round.[/I] This provides a tactical benefit to holding actions and going later in a round. Games without grid representation for terrain effects, like walls, lose this ability to provide "known areas of defense" allowing unhindered missile & artillery to pound away. Narrating this imagined situation loses precision across all minds. Sometimes showing with pictures is just easier. [/QUOTE]
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