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Standing up - AoO in D&D?
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<blockquote data-quote="Zhure" data-source="post: 848440" data-attributes="member: 308"><p>To clarify: My "house rule" is to allow 5-ft steps while prone. The rules-rule is that one can stand up as an MEA. </p><p></p><p>"Half move" or "climbing rate" or "moving as if using Hide" or quarter speed" or "moving like swimming" are house rules. All are fine house rules.</p><p></p><p>The three cases supported by the rules are either 1- one must stand up to move or 2- movement is unimpeded by being prone or 3- one may use an MEA to stand up, but never has to, to achieve regular movement. </p><p></p><p>I believe 3, while supported, is ludicrously unrepresentative of any level of a simulationist game, as is 2. The only case which both fits the rules and has any level of "realism" (realism being a relative term in a game involving flying dragons and invisibility), is case 1.</p><p></p><p>As I've stated a number of times, there's no direct rules citation for the above. Conversely, I've diligently searched all the available material for the counter-argument as well. I like my games to be well-grounded in the rules <em>during combat or time critical situations</em>. Outside of combat, it often doesn't matter how fast a character can move while prone. In combat, especially in a tactical group where Trip and Overbear and Grappling are common techniques, it's important to have a standard method of resolution.</p><p></p><p>I've seen different interpretations being used, and a high speed character who gets 1/2 movement while prone is barely hampered by being prone. He can easily scuttle away from the tripping monster (while prone) and charge a different target.</p><p></p><p>My interpretation - again, I'll say it clearly, it's an interpretation - both fits all the available rules cites and rewards those who invest in Prone Fighting feat, the Daredevil class (from d20 Modern), and the Thief-Acrobat (from Song & Silence). All of these become underpowered IMO if one allows full movement while prone.</p><p></p><p>Greg</p></blockquote><p></p>
[QUOTE="Zhure, post: 848440, member: 308"] To clarify: My "house rule" is to allow 5-ft steps while prone. The rules-rule is that one can stand up as an MEA. "Half move" or "climbing rate" or "moving as if using Hide" or quarter speed" or "moving like swimming" are house rules. All are fine house rules. The three cases supported by the rules are either 1- one must stand up to move or 2- movement is unimpeded by being prone or 3- one may use an MEA to stand up, but never has to, to achieve regular movement. I believe 3, while supported, is ludicrously unrepresentative of any level of a simulationist game, as is 2. The only case which both fits the rules and has any level of "realism" (realism being a relative term in a game involving flying dragons and invisibility), is case 1. As I've stated a number of times, there's no direct rules citation for the above. Conversely, I've diligently searched all the available material for the counter-argument as well. I like my games to be well-grounded in the rules [i]during combat or time critical situations[/i]. Outside of combat, it often doesn't matter how fast a character can move while prone. In combat, especially in a tactical group where Trip and Overbear and Grappling are common techniques, it's important to have a standard method of resolution. I've seen different interpretations being used, and a high speed character who gets 1/2 movement while prone is barely hampered by being prone. He can easily scuttle away from the tripping monster (while prone) and charge a different target. My interpretation - again, I'll say it clearly, it's an interpretation - both fits all the available rules cites and rewards those who invest in Prone Fighting feat, the Daredevil class (from d20 Modern), and the Thief-Acrobat (from Song & Silence). All of these become underpowered IMO if one allows full movement while prone. Greg [/QUOTE]
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