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<blockquote data-quote="Longrifle" data-source="post: 4249861" data-attributes="member: 67469"><p>I completely agree here. It seems this is just part of the new dynamics of play, with the intent to breathe new life into combat and make it more interesting and more interactive. Rather than the old style of: roll, hit, damage.</p><p></p><p>I read the rules, just as some others have mentioned above, that the intent is to allow the DS to avoid at least one melee swing each round. Not a big deal. I think this is where you have to look at the combat round as they have explicitly broken it into component phases, just as it is in Magic: The Gathering. Once the player moves up to the DS's face and begins to swing (<strong>the movement phase of his round is thus completed and the player then moves on toward his standard action phase</strong>) and the DS shifts away. Since his movement phase is done (the player declared that himself by using a stardard action), he cannot go back and use his unused movement squares. Any unused movement points are then forfeit (unless he uses a standard action to move again, thereby losing his attack that round).</p><p></p><p>It just makes you have to think a little bit harder about how to kill such a weak and low-level monster. It's like playing D&D again for the first time. The fighter's mark and the rogue's deft strike will will negate this ability with no problem. I would assume ranged attacks would have no problems either. </p><p></p><p>I think we're all in store for much, much more of this kind of rules clarification after the books are released. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Longrifle, post: 4249861, member: 67469"] I completely agree here. It seems this is just part of the new dynamics of play, with the intent to breathe new life into combat and make it more interesting and more interactive. Rather than the old style of: roll, hit, damage. I read the rules, just as some others have mentioned above, that the intent is to allow the DS to avoid at least one melee swing each round. Not a big deal. I think this is where you have to look at the combat round as they have explicitly broken it into component phases, just as it is in Magic: The Gathering. Once the player moves up to the DS's face and begins to swing ([B]the movement phase of his round is thus completed and the player then moves on toward his standard action phase[/B]) and the DS shifts away. Since his movement phase is done (the player declared that himself by using a stardard action), he cannot go back and use his unused movement squares. Any unused movement points are then forfeit (unless he uses a standard action to move again, thereby losing his attack that round). It just makes you have to think a little bit harder about how to kill such a weak and low-level monster. It's like playing D&D again for the first time. The fighter's mark and the rogue's deft strike will will negate this ability with no problem. I would assume ranged attacks would have no problems either. I think we're all in store for much, much more of this kind of rules clarification after the books are released. :D [/QUOTE]
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