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Talk me down: Withdrawal
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<blockquote data-quote="PolterGhost" data-source="post: 5277029" data-attributes="member: 92697"><p>My opinion on the matter:</p><p>Combat takes place in 6 second rounds, averaging a typical distance of 5ft per second on a move action for a normal person. I can reasonably assume that I can walk 5ft per second, which is exactly what a move action is: Walking (while trying to defend oneself.)</p><p></p><p>Two move actions together makes a Hustle, which in game terms can be a short sprint or quick hopping (once again, while trying to defend oneself in a combat situation- It's the exact reasoning why AoO doesn't lower your AC bonus to Dex when you make a normal move action.)</p><p></p><p>A Run is precisely what it says it is: You lower your weapon and make a mad dash in a single direction. Since there's no real way to run effectively with a weapon out, the game assumes that you aren't readied to parry against attacks, and therefore you lose your AC bonus from Dex.</p><p></p><p></p><p></p><p>Withdrawl uses the same speed a character uses for a Hustle, which in simulationist terms you can assume that the character rapidly backpedals while keeping his weapon out and guard up against his enemies. The difference between this and a typical move action is that with a Withdrawl, the character specifically sets himself up to defend himself against his foe (and probably "parries out of combat" as stated above), whereas a normal move indicates that the character has something else in mind to perform and his slight distraction allows the enemy to strike at him.</p><p></p><p>In a gamist perspective, Withdrawl is a great action to take when you need it, since you can get out of the line of fire and perhaps duck behind cover or a meatshield ally.</p><p></p><p>In a simulationist perspective, using what I stated in the fourth paragraph as a guideline, a Withdrawl can also make sense. Then again, if D&D wished to be truly simulationist (which, given that it was based on a wargaming system, it ends up making the compromise of simplifying combat for the sake of the game) it would have characters move at the same time. It does remind me, though, that Exalted has everyone move at the same time, even though everyone takes their actions at different intervals...</p></blockquote><p></p>
[QUOTE="PolterGhost, post: 5277029, member: 92697"] My opinion on the matter: Combat takes place in 6 second rounds, averaging a typical distance of 5ft per second on a move action for a normal person. I can reasonably assume that I can walk 5ft per second, which is exactly what a move action is: Walking (while trying to defend oneself.) Two move actions together makes a Hustle, which in game terms can be a short sprint or quick hopping (once again, while trying to defend oneself in a combat situation- It's the exact reasoning why AoO doesn't lower your AC bonus to Dex when you make a normal move action.) A Run is precisely what it says it is: You lower your weapon and make a mad dash in a single direction. Since there's no real way to run effectively with a weapon out, the game assumes that you aren't readied to parry against attacks, and therefore you lose your AC bonus from Dex. Withdrawl uses the same speed a character uses for a Hustle, which in simulationist terms you can assume that the character rapidly backpedals while keeping his weapon out and guard up against his enemies. The difference between this and a typical move action is that with a Withdrawl, the character specifically sets himself up to defend himself against his foe (and probably "parries out of combat" as stated above), whereas a normal move indicates that the character has something else in mind to perform and his slight distraction allows the enemy to strike at him. In a gamist perspective, Withdrawl is a great action to take when you need it, since you can get out of the line of fire and perhaps duck behind cover or a meatshield ally. In a simulationist perspective, using what I stated in the fourth paragraph as a guideline, a Withdrawl can also make sense. Then again, if D&D wished to be truly simulationist (which, given that it was based on a wargaming system, it ends up making the compromise of simplifying combat for the sake of the game) it would have characters move at the same time. It does remind me, though, that Exalted has everyone move at the same time, even though everyone takes their actions at different intervals... [/QUOTE]
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Talk me down: Withdrawal
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