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Move - Attack - Move
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<blockquote data-quote="mlund" data-source="post: 5930058" data-attributes="member: 50304"><p>I just don't see the tactical significance. You can't come out of delay in the middle of someone's turn. Delaying as a result of hit-and-run tactics does noting to stop them. Players are pretty perceptive about when the DM is trying to counter a tactic that looks like it is being spammed.</p><p></p><p></p><p></p><p>Unfortunately, the rules only define an area of ownership for a character, where you can prohibit others from entering.</p><p></p><p>If we invented a general prohibition one medium or small character or monster from attacking from the same 5' square occupied by another then the "hit and run" tactics being discussed would be moot - the wizard couldn't step between the two front-liners to deliver his shocking grasp. He'd need to enter an unoccupied square just like 3E or 4E - though there we're back to grid-centric combat. At least two locked battle-lines would (two orcs vs. two guards) would be impermeable by either side.</p><p></p><p>On the down side, proper phalanx fighting is right out the window if you can only fit 4 soldiers into 100 square feet that would normally hold around 8-10 soldiers in a historical setting.</p><p></p><p>Perhaps attacking in tighter ranks would be at a disadvantage unless you were trained in formation fighting?</p><p></p><p></p><p></p><p>Assuming you can't have more than 2 kobolds at the front at a time and only 4 to a square with 20 foot movement I think I see what you're getting at now. With goblins this could expands to 12. If there's any ability to fit more than 4 small creatures in a 10' square while fighting then all bets are off.</p><p></p><p>And again, it really relies on the grid to regulate itself. A more chaotic (yet spacially plausible) melee tosses everything out the window. On the up side, more Kobolds packed in a square the more kobolds caught in the cone of a Burning Hands spell.</p><p></p><p></p><p></p><p>It's just as harsh on Monsters, and they probably don't get to gain levels and thereby acquire fears to mitigate such a penalty. Additionally, opportunity attacks are way more harsh on Players than Monsters in these sorts of encounters since monsters have much greater numbers.</p><p></p><p></p><p></p><p>Charge and Withdraw do not say, "Move twice your speed," they say "Double your movement" - IE when you use that type of action you double your total move for the turn.</p><p></p><p></p><p></p><p>Withdraw and Charge have existed in some form for the better part of two decades with good reason (in 1st Ed leaving a melee resulted in "free attacks" from every monster that could vaguely be described as nearby - simple but overly brutal). I expect to see them back (or a change in movement rules to make them moot) in one of the next couple of play test updates.</p><p></p><p>It's really not supposed to be on the DM to house rule away kiting and spring attacks in a game like D&D.</p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5930058, member: 50304"] I just don't see the tactical significance. You can't come out of delay in the middle of someone's turn. Delaying as a result of hit-and-run tactics does noting to stop them. Players are pretty perceptive about when the DM is trying to counter a tactic that looks like it is being spammed. Unfortunately, the rules only define an area of ownership for a character, where you can prohibit others from entering. If we invented a general prohibition one medium or small character or monster from attacking from the same 5' square occupied by another then the "hit and run" tactics being discussed would be moot - the wizard couldn't step between the two front-liners to deliver his shocking grasp. He'd need to enter an unoccupied square just like 3E or 4E - though there we're back to grid-centric combat. At least two locked battle-lines would (two orcs vs. two guards) would be impermeable by either side. On the down side, proper phalanx fighting is right out the window if you can only fit 4 soldiers into 100 square feet that would normally hold around 8-10 soldiers in a historical setting. Perhaps attacking in tighter ranks would be at a disadvantage unless you were trained in formation fighting? Assuming you can't have more than 2 kobolds at the front at a time and only 4 to a square with 20 foot movement I think I see what you're getting at now. With goblins this could expands to 12. If there's any ability to fit more than 4 small creatures in a 10' square while fighting then all bets are off. And again, it really relies on the grid to regulate itself. A more chaotic (yet spacially plausible) melee tosses everything out the window. On the up side, more Kobolds packed in a square the more kobolds caught in the cone of a Burning Hands spell. It's just as harsh on Monsters, and they probably don't get to gain levels and thereby acquire fears to mitigate such a penalty. Additionally, opportunity attacks are way more harsh on Players than Monsters in these sorts of encounters since monsters have much greater numbers. Charge and Withdraw do not say, "Move twice your speed," they say "Double your movement" - IE when you use that type of action you double your total move for the turn. Withdraw and Charge have existed in some form for the better part of two decades with good reason (in 1st Ed leaving a melee resulted in "free attacks" from every monster that could vaguely be described as nearby - simple but overly brutal). I expect to see them back (or a change in movement rules to make them moot) in one of the next couple of play test updates. It's really not supposed to be on the DM to house rule away kiting and spring attacks in a game like D&D. - Marty Lund [/QUOTE]
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