Moving in formation


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I would love, love, love a rule which allowed this.

Maybe it would require all formation members to take the same feat, and in exchange they get a special simul-move ability plus advantage or something while all adjacent to each other. Perhaps there could be two formations - offensive, which gives formation members advantage, or defensive which gives those attacking the formation disadvantage.

I've no idea how to balance that, but conceptually a formation rule would be awesome.
 



Let PCs put themselves on the same initiative count if they choose, like you do with a group of common monsters. That should work.

Edit: [MENTION=48135]Fifth Element[/MENTION]: ninja'd!
 

Normally I'd just say that the characters move up together. But here's the issue I come up with:

The PCs have a marching order like this:
Cleric - Fighter
Wizard
Rogue - Cleric

They encounter some kobolds. Most of the kobolds attack from range but three or four ready an action - to move past the front line and attack the wizard once there's a path.

The cleric and fighter try to move forward together - but they can't, so the kobolds slip past them and hit the wizard.

*

Hmm, I guess it's possible if all you do is move a few feet during your action.
 

The cleric and fighter try to move forward together - but they can't, so the kobolds slip past them and hit the wizard.

yeah, this is a situation where the GM needs to remember that the Kobolds cannot slip through the gap, because in actuality, the gap is not really there.
 

If enemy forces moves are interspersed between your own, I think it's harder, but possible.

I'd say the best solution would be to "group" your initiative, that way you could all act simultaneously. Essentially:
Joe, Jane, John and Jim act on 10, 11, 12, 13. If enemies are between them, they hold their turn until the initive is Enemy, Enemy, Enemy, PC, PC, PC, PC.

Then they all effectively declare their movement simultaneously, then take their actions by their initiative order.

This is how I run "squads" of NPCs, and one reason my games are particularly brutal. Having 4 trained opponents act in synch is incredibly powerful, but if the players do the same, it works out.
 



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