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<blockquote data-quote="volanin" data-source="post: 7304934" data-attributes="member: 69817"><p>As written, if you're Engaged, you <em>cannot</em> Intercept at all; you're too busy fighting another creature. But the real reason for this is purely mechanical, in order to avoid cascading effects. Imagine a creature trying to Intercept a player (using a Reaction out of turn), and to do that it breaks engagement, triggering Opportunity Attacks from many other players (even more Reactions out of turn)... with enough combatants, it cascades into insanity!</p><p></p><p>D&D already has a messy situation like this, when many combatants try to cast Counterspell at a Counterspell at a Counterspell! It might be fun when it happens, but that's because it almost never happens. With Interception, this cascading effect could happen every round, and this would slow down the game to a craw...</p><p></p><p></p><p></p><p></p><p>A creature only has to spend an Action to Engage with an <em>additional</em> player. If it's currently unengaged, it can Engage with you as part of its movement. On the same vein, it can break the engagement with you just by stating that it's moving away (retreating).</p><p></p><p>In play:<em> "You're protecting the princess, when suddenly the Dark Elf rushes toward your direction with the intention of Engaging with the princess as part of his movement. You Interrupt the Dark Elf (by spending your Reaction) and force him to become Engaged with you instead. But the Dark Elf is determined to risk his life, so he dances around you to reach the princess, breaking the engagement (you already spent your Reaction, but since he broke the engagement in the same turn you Intercepted, you can make an Opportunity Attack). Your attack almost kills the Dark Elf, but it was not enough... he is near the princess and finally Engages her (you're out of Reactions so you can't Intercept again). Using his Action, he attacks with a poisoned dagger..."</em></p><p></p><p></p><p></p><p></p><p>It doesn't change this strategy at all. But whatever Combat style you're using, I believe this conundrum has already been tackled by Mike Mearls: once the Rogue shots, he reveals its position to the target, and Hiding again in the same spot has no effect. The rogue only gets the benefit of Hiding again if the situation changes (he Hides somewhere else, the lights go out, the creature gets distracted somehow, etc...)</p><p></p><p>Please correct me if I'm wrong.</p><p></p><p>In my personal opition, Hide and Search should never have been part of Actions In Combat in the first place. They should have been classified as Unusual Actions instead, like dropping a pillar on the enemy's head, or lassoing its legs... things that are more dependent on DM's adjudication than on exact rules. It's just an opinion though, let me not digress any further!</p><p></p><p></p><p></p><p></p><p>There are three kinds of movement modifications in play:</p><p></p><p>- Permament Movement Increases (from Class Features and Feats).</p><p>- Temporary Movement Increases</p><p>- Temporary Movement Reductions</p><p></p><p>The temporary ones were called Movement Advantage/Disadvantage, and they cancel each other. They represent the same kind of temporary situational Advantages/Disadvantages that are already well known in play. Naming something that is permanent to your character as Movement Advantage didn't sit well with me... but I might indeed review this terminology in the future.</p><p></p><p></p><p></p><p></p><p>Thanks a lot!</p><p>About the Feats, it's easy to adapt them, keeping them relevant:</p><p></p><p></p><p><span style="color: #ff0000"><em><strong>Mobile</strong></em></span></p><p><span style="color: #ff0000"><em>1. Your speed increases by 10 feet.</em></span></p><p><span style="color: #ff0000"><em>2. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.</em></span></p><p><span style="color: #ff0000"><em>3. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. </em></span></p><p></p><p>I'd rule that:</p><p></p><p>1. You can now Dash as a Bonus Action (after all, it's a Class Feature or Feat that permanently increses your speed)</p><p>2. Difficult Terrain no longer gives you Movement Disadvantage.</p><p>3. No change.</p><p></p><p></p><p><span style="color: #ff0000"><em><strong>Sentinel</strong></em></span></p><p><span style="color: #ff0000"><em>1. When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.</em></span></p><p><span style="color: #ff0000"><em>2. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.</em></span></p><p><span style="color: #ff0000"><em>3. When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. </em></span></p><p></p><p>Becomes:</p><p></p><p>1. No change (with speed 0, the creature cannot Engage, nor Dash, nor Intercept... I still have to make this clearer on the PDF).</p><p>2. No change.</p><p>3. No change.</p></blockquote><p></p>
[QUOTE="volanin, post: 7304934, member: 69817"] As written, if you're Engaged, you [I]cannot[/I] Intercept at all; you're too busy fighting another creature. But the real reason for this is purely mechanical, in order to avoid cascading effects. Imagine a creature trying to Intercept a player (using a Reaction out of turn), and to do that it breaks engagement, triggering Opportunity Attacks from many other players (even more Reactions out of turn)... with enough combatants, it cascades into insanity! D&D already has a messy situation like this, when many combatants try to cast Counterspell at a Counterspell at a Counterspell! It might be fun when it happens, but that's because it almost never happens. With Interception, this cascading effect could happen every round, and this would slow down the game to a craw... A creature only has to spend an Action to Engage with an [I]additional[/I] player. If it's currently unengaged, it can Engage with you as part of its movement. On the same vein, it can break the engagement with you just by stating that it's moving away (retreating). In play:[I] "You're protecting the princess, when suddenly the Dark Elf rushes toward your direction with the intention of Engaging with the princess as part of his movement. You Interrupt the Dark Elf (by spending your Reaction) and force him to become Engaged with you instead. But the Dark Elf is determined to risk his life, so he dances around you to reach the princess, breaking the engagement (you already spent your Reaction, but since he broke the engagement in the same turn you Intercepted, you can make an Opportunity Attack). Your attack almost kills the Dark Elf, but it was not enough... he is near the princess and finally Engages her (you're out of Reactions so you can't Intercept again). Using his Action, he attacks with a poisoned dagger..."[/I] It doesn't change this strategy at all. But whatever Combat style you're using, I believe this conundrum has already been tackled by Mike Mearls: once the Rogue shots, he reveals its position to the target, and Hiding again in the same spot has no effect. The rogue only gets the benefit of Hiding again if the situation changes (he Hides somewhere else, the lights go out, the creature gets distracted somehow, etc...) Please correct me if I'm wrong. In my personal opition, Hide and Search should never have been part of Actions In Combat in the first place. They should have been classified as Unusual Actions instead, like dropping a pillar on the enemy's head, or lassoing its legs... things that are more dependent on DM's adjudication than on exact rules. It's just an opinion though, let me not digress any further! There are three kinds of movement modifications in play: - Permament Movement Increases (from Class Features and Feats). - Temporary Movement Increases - Temporary Movement Reductions The temporary ones were called Movement Advantage/Disadvantage, and they cancel each other. They represent the same kind of temporary situational Advantages/Disadvantages that are already well known in play. Naming something that is permanent to your character as Movement Advantage didn't sit well with me... but I might indeed review this terminology in the future. Thanks a lot! About the Feats, it's easy to adapt them, keeping them relevant: [COLOR=#ff0000][I][B]Mobile[/B] 1. Your speed increases by 10 feet. 2. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. 3. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. [/I][/COLOR] I'd rule that: 1. You can now Dash as a Bonus Action (after all, it's a Class Feature or Feat that permanently increses your speed) 2. Difficult Terrain no longer gives you Movement Disadvantage. 3. No change. [COLOR=#ff0000][I][B]Sentinel[/B] 1. When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. 2. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. 3. When a creature within melee range of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. [/I][/COLOR] Becomes: 1. No change (with speed 0, the creature cannot Engage, nor Dash, nor Intercept... I still have to make this clearer on the PDF). 2. No change. 3. No change. [/QUOTE]
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