No 5 foot step


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It makes casters and archers weaker since they can't take a simple 5 ft step to get out of your way.

It makes getting a full attack a little tougher since no little movement to help that. also, can make cleaving and great cleave a little weaker since one can't move to get the extra cleave attacks.

Will a 5ft move through from a threatened square to one provoke an AoO? If so, reach gets a bit more powerful.
 


BlueBlackRed said:
What's the reason you want to dump 5' steps?
Players exploiting them?
Making the game into too much of a war game?
etc.

I'm interested in seeing how the game looks like without them, rather than the pereptual "ready an action" routine that ensues.

It also struck me as an add-on rule because of AoO, so that the wizard wouldn't just run way when an enemy fighter just stepped next to him, but just stepping 5 feet away seems so wrong :)
 

The Minister of Silly Walks will certainly be waiting outside your door. :)

Actually, Crothian has it right. I'd say the classes that lose the most will be those multi-attack melee tanks. Multiattacking will become a matter of choice and only when both participants deal about the same damage.
 

Warbringer said:
It also struck me as an add-on rule because of AoO, so that the wizard wouldn't just run way when an enemy fighter just stepped next to him, but just stepping 5 feet away seems so wrong :)

Never struck me as wrong, struck me more of "This guy has a big sword, i have to do a lot of fine motions standing mostly still really quickly, I'd like to get away from him so i jump back a bit".

and because of the D&D grid system, it equates to moving back 5 feet.

Which translates in a caster's mind to "Oh Crap! Oh Crap! Oh Crap! Oh Crap! Burning hands!"
 

I removed them in my game but I also removed AoOs from movement except when an opponent had reach. No change in the game dynamics except for being waaaay more efficient and fluid.

Without removing those AoOs, though, you diminish the effect of reach weapons significantly, empower natural reach, nerf the ranged combatants, and makes the Mobility feat and the Tumble skills way more integral. There's no particular core class ability I can think of that is nerfed, though classes more focused on range or with poor feat/skill selection (read: Wizard, Sorcerer) would be hit hard. Perhaps compensating with a couple extra skill points so that they can take tumble would counter the problems.\


Edit: just thought of something. Abilities that require repeated full-round actions would effectively hold the character in place.
 

howandwhy99 said:
Actually, Crothian has it right. I'd say the classes that lose the most will be those multi-attack melee tanks. Multiattacking will become a matter of choice and only when both participants deal about the same damage.

Not just the tank fighters, but the 2WF rogues who love sneak attack and flanking
 

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