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General Tabletop Discussion
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Movement in combat
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<blockquote data-quote="dcollins" data-source="post: 1965597" data-attributes="member: 876"><p>Good question. I've somewhat codified these things in the campaign I DM, which may be more strict than some players like. At this point, I would ask the player to move his miniature as he desires to that position, and any square he puts it in, that's where the rogue steps. This may create an AOO if he's not careful (same thing in reverse when the DM moves monsters).</p><p></p><p>Actually, I really <em>prefer</em> it when a player clearly announces an action on their round like this. The problem I have in my game is some player picking up their mini like it's a chess game and trying out one, two, three, four different possible moves to see if they have enough movement and avoid AOOs prior to announcing an action. I've established a house rule that prohibits that, says that if they move the mini the character actually moves that way, and recommends calling out a clear action when its their turn.</p></blockquote><p></p>
[QUOTE="dcollins, post: 1965597, member: 876"] Good question. I've somewhat codified these things in the campaign I DM, which may be more strict than some players like. At this point, I would ask the player to move his miniature as he desires to that position, and any square he puts it in, that's where the rogue steps. This may create an AOO if he's not careful (same thing in reverse when the DM moves monsters). Actually, I really [i]prefer[/i] it when a player clearly announces an action on their round like this. The problem I have in my game is some player picking up their mini like it's a chess game and trying out one, two, three, four different possible moves to see if they have enough movement and avoid AOOs prior to announcing an action. I've established a house rule that prohibits that, says that if they move the mini the character actually moves that way, and recommends calling out a clear action when its their turn. [/QUOTE]
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