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General Tabletop Discussion
*Pathfinder & Starfinder
Tactical movement to avoid opportunity attacks
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<blockquote data-quote="delericho" data-source="post: 5688555" data-attributes="member: 22424"><p>Broadly I agree with this. Provided the players are declaring and taking their actions promptly, I don't see any problem.</p><p></p><p>Remember that the battlemat is necessarily an extremely broad approximation of the events on the battlefield. If the <em>mini</em> moves in a ridiculously wide arc, or takes a seemingly arcane route through the battlefield, that <em>doesn't</em> mean that the character should be thought of as taking that route - he's just picking his way carefully though the battle avoiding the hazards as best he can.</p><p></p><p>Two things, though:</p><p></p><p>1) You should probably include some 'invisible hazards' on the battlefield - terrain that is rougher than it appears at first glance, pressure plates for traps, hidden pits, whatever. So, when the player oh-so-carefully plots out his route, it <em>sometimes</em> turns out not to be as safe as he thought. (Passive Perception should probably apply, but even then it's valid to have them notice at the last minute and be forced to choose - carry on and risk the hazard, or end their movement right there.)</p><p></p><p>2) <em>Don't</em> let the player spend ages plotting out his route, and certainly don't let him plot out multiple routes for his character. The PC gets a fraction of a second to weigh up his options, and although it's reasonable for the player to take longer, it's <em>not</em> reasonably for them to over-analyse things. So, require them to <em>start</em> moving within 15 or 30 seconds of their turn starting, and don't let them 'take back' a move once it's done. (Of course, this should be a non-issue anyway - involved players should probably have worked out all the routes while waiting for their turn. Consider that a reward for paying attention - a player behaviour that you want to encourage!)</p></blockquote><p></p>
[QUOTE="delericho, post: 5688555, member: 22424"] Broadly I agree with this. Provided the players are declaring and taking their actions promptly, I don't see any problem. Remember that the battlemat is necessarily an extremely broad approximation of the events on the battlefield. If the [i]mini[/i] moves in a ridiculously wide arc, or takes a seemingly arcane route through the battlefield, that [i]doesn't[/i] mean that the character should be thought of as taking that route - he's just picking his way carefully though the battle avoiding the hazards as best he can. Two things, though: 1) You should probably include some 'invisible hazards' on the battlefield - terrain that is rougher than it appears at first glance, pressure plates for traps, hidden pits, whatever. So, when the player oh-so-carefully plots out his route, it [i]sometimes[/i] turns out not to be as safe as he thought. (Passive Perception should probably apply, but even then it's valid to have them notice at the last minute and be forced to choose - carry on and risk the hazard, or end their movement right there.) 2) [i]Don't[/i] let the player spend ages plotting out his route, and certainly don't let him plot out multiple routes for his character. The PC gets a fraction of a second to weigh up his options, and although it's reasonable for the player to take longer, it's [i]not[/i] reasonably for them to over-analyse things. So, require them to [i]start[/i] moving within 15 or 30 seconds of their turn starting, and don't let them 'take back' a move once it's done. (Of course, this should be a non-issue anyway - involved players should probably have worked out all the routes while waiting for their turn. Consider that a reward for paying attention - a player behaviour that you want to encourage!) [/QUOTE]
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