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*TTRPGs General
Tucker's Kobolds -- really that tough a challenge?
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<blockquote data-quote="Celebrim" data-source="post: 4621639" data-attributes="member: 4937"><p>I think it would have been very much up to the DM. </p><p></p><p>Older editions frequently had a very clearly defined order of operations. For example, in BD&D it clearly defined that all movement would take place, then all missile fire, then all spells, and finally all melee. There would be absolutely no reason for a player to expect that he could move again following the missile phase. And the DM who wished to allow such things would have to be very careful indeed to not let the character argue that he ought to be able to move after missile fire, but before melee combat because bD&D had no conception of 'attacks of opportunity' or similar rules designed to make linear turns more resemble real time. He'd also almost certainly feel the need to event things like 'readied actions' to counter the tactic. </p><p></p><p>Thus the kobolds don't merely have an extra ability, they are breaking the rules in a very specific way, and in a way that would have been very unusual in an earlier edition game and which would have made alot of DM's uncomfortable simply because it created such a potentially complex headache. You more or less would have been throwing the whole combat system out of the window and winging it. If the kobolds are doing so in the context of a game where the PC's are comfortable with the DM 'saying yes' to anything remotely reasonable, then fine - it would probably come as no surprise that kobolds can split move and fire and PC's may have even already used this tactic on a monster themselves. If it comes up in the context of a DM who frequently handicaps players with the letter of the law, the first time I see split move fire kobolds, I don't know how anyone else feels but I'm going to lose a great deal of interest in the game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4621639, member: 4937"] I think it would have been very much up to the DM. Older editions frequently had a very clearly defined order of operations. For example, in BD&D it clearly defined that all movement would take place, then all missile fire, then all spells, and finally all melee. There would be absolutely no reason for a player to expect that he could move again following the missile phase. And the DM who wished to allow such things would have to be very careful indeed to not let the character argue that he ought to be able to move after missile fire, but before melee combat because bD&D had no conception of 'attacks of opportunity' or similar rules designed to make linear turns more resemble real time. He'd also almost certainly feel the need to event things like 'readied actions' to counter the tactic. Thus the kobolds don't merely have an extra ability, they are breaking the rules in a very specific way, and in a way that would have been very unusual in an earlier edition game and which would have made alot of DM's uncomfortable simply because it created such a potentially complex headache. You more or less would have been throwing the whole combat system out of the window and winging it. If the kobolds are doing so in the context of a game where the PC's are comfortable with the DM 'saying yes' to anything remotely reasonable, then fine - it would probably come as no surprise that kobolds can split move and fire and PC's may have even already used this tactic on a monster themselves. If it comes up in the context of a DM who frequently handicaps players with the letter of the law, the first time I see split move fire kobolds, I don't know how anyone else feels but I'm going to lose a great deal of interest in the game. [/QUOTE]
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