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Move - Attack - Move
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<blockquote data-quote="Abraxas" data-source="post: 5929897" data-attributes="member: 1266"><p>Then you haven't had the orcs mix it up between delaying and readying enough. The people I game with aren't stupid.</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>YMMV - I would prefer something else. I see this as being excessively harsh on PCs.</p><p></p><p></p><p>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 <strong>Charge:</strong> move you speed and attack and <strong>Withdraw:</strong> Move your speed. You do not grant advantage for leaving melee during your turn.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Abraxas, post: 5929897, member: 1266"] Then you haven't had the orcs mix it up between delaying and readying enough. The people I game with aren't stupid. 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. 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. 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 [B]Charge:[/B] move you speed and attack and [B]Withdraw:[/B] Move your speed. You do not grant advantage for leaving melee during your turn. 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. [/QUOTE]
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