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The Greatest Thing about 5e
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<blockquote data-quote="tetrasodium" data-source="post: 8675038" data-attributes="member: 93670"><p>If anything 5e actually takes steps to minimize movement in combat over past editions</p><p>[spoiler="example"]</p><p>[ATTACH=full]252033[/ATTACH][/spoiler]</p><p>I threw together that simple fight with 3 basic skeletons (1/2/3), a minotaur skeleton/ogre zombie (4/5) & a necromancer (top) against two PCs already in the room(bottom)</p><ul> <li data-xf-list-type="ul">With move based AoOs of old the PCs would be encouraged to thread the gap wayyy over to the right of #5 or at least one if not both PCs stop to stomp one of the 3 basic skeletons so the other(s) could move on the caster. <ul> <li data-xf-list-type="ul">Not doing that could suck up a lot of AoOs from each 5 foot square of movement starting as soon as they are in reach of the opponent they will now fight while moving 1 5foot square/round to avoid AoOs as monsters close. Skeletons are a bad monster due to being so weak, but that could potentially result in the bad guys being rushed getting off more attacks in one round than the combat might otherwise last</li> </ul></li> <li data-xf-list-type="ul">Whatever the PCs do the PCs would want to consider things like one of the PCs holding back to serve as a speedbump in some fashion that keeps the unengaged monsters from charging the squishies about to come through the door or at least ensure that they suffer some AoOs for doing so</li> </ul><p></p><ul> <li data-xf-list-type="ul">In 5e.. whatever charge the necromancer & <em>maybe</em> one player will suffer one AoO <em>if</em> it hits. That hit is a lot less concerning than any one attack or AoO before though simply because recovery is now trivial & the risk of death in combat is almost nonexistent vrs before when you went to negative hp & had to heal each point of damage.</li> </ul><p></p><p>So now you wind up with six ogre zombies making a mildly less porous wall or a giant moshpit of a combat that explodes in an AoE it set itself up for in an effort to make the necromancer last more than a round & the necromancer needs a much better statblock too since it's going to be the easiest & most obvious target. Alternately you just give up & send a lamb to an instagib slaughter like the recent vecna room is set to do.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8675038, member: 93670"] If anything 5e actually takes steps to minimize movement in combat over past editions [spoiler="example"] [ATTACH type="full" alt="1656264494852.png"]252033[/ATTACH][/spoiler] I threw together that simple fight with 3 basic skeletons (1/2/3), a minotaur skeleton/ogre zombie (4/5) & a necromancer (top) against two PCs already in the room(bottom) [LIST] [*]With move based AoOs of old the PCs would be encouraged to thread the gap wayyy over to the right of #5 or at least one if not both PCs stop to stomp one of the 3 basic skeletons so the other(s) could move on the caster. [LIST] [*]Not doing that could suck up a lot of AoOs from each 5 foot square of movement starting as soon as they are in reach of the opponent they will now fight while moving 1 5foot square/round to avoid AoOs as monsters close. Skeletons are a bad monster due to being so weak, but that could potentially result in the bad guys being rushed getting off more attacks in one round than the combat might otherwise last [/LIST] [*]Whatever the PCs do the PCs would want to consider things like one of the PCs holding back to serve as a speedbump in some fashion that keeps the unengaged monsters from charging the squishies about to come through the door or at least ensure that they suffer some AoOs for doing so [/LIST] [LIST] [*]In 5e.. whatever charge the necromancer & [I]maybe[/I] one player will suffer one AoO [I]if[/I] it hits. That hit is a lot less concerning than any one attack or AoO before though simply because recovery is now trivial & the risk of death in combat is almost nonexistent vrs before when you went to negative hp & had to heal each point of damage. [/LIST] So now you wind up with six ogre zombies making a mildly less porous wall or a giant moshpit of a combat that explodes in an AoE it set itself up for in an effort to make the necromancer last more than a round & the necromancer needs a much better statblock too since it's going to be the easiest & most obvious target. Alternately you just give up & send a lamb to an instagib slaughter like the recent vecna room is set to do. [/QUOTE]
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