Li Shenron
Legend
I definitely want some kind of mechanics that say
Exactly how those rules work doesn't matter much to me, as long as they're simple and effective.
- casting in melee is a bad idea
- using ranged weapons in melee is a bad idea
- running past the fighter to get to the wizard is a bad idea
- you're likely to get hit if you panic and run
- doing something complicated in the middle of combat other than fighting is dangerous
Thank you to bring back the other issues in the thread, I was a bit confused that now everyone seemed to be talking only about AoOs for movement...
Those above are different things that in 3ed were all handled with AoOs. Can they still be in the game without AoOs?
Casting in melee: how about just requiring a Concentration check or lose the action?
Using ranged weapons in melee: 5e suggests disadvantage
Doing something complicated in the middle of combat: maybe again Concentration check or lose the action?
Then I'm sorry but still convinced that AoOs for moving are too complicated to handle. AoOs are already more complicated than the core rules of 5e can take, if they want to stay true to their original purpose of catering to casual gamers too and as many different gaming styles as possible, because from AoOs stem many problems like interrupting someone's turn, tracking who has already taken his AoO, giving alternatives to avoid AoOs (hence introducing move movement rules like 5ft step or shifting), etc. So even if made the simplest possible, AoOs for movement can only be optional rules, tactical module or not, and the core game needs to still work without using them.
Withdrawing from combat is different tho, it can be handled without a general rule for AoOs vs movement. I has much less problems because typically you withdraw only once, at the end of the combat, and you don't need to track your movement exactly. And in fact I think right now WotC is thinking about adding a penalty for withdrawing, but not a general rule of penalties for movement in combat.