Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is Shot on the Run and Spring Attack so costly?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="harpy" data-source="post: 4975270" data-attributes="member: 85243"><p>Thanks all for the replies, my mind is crunching it all.</p><p></p><p>One of the things I wanted to understand was why there wasn't a "running attack" feat. Not spring attack with it's ability to avoid AoO, but just move/attack/move with AoO still wide open.</p><p></p><p>When going up against a large (tall) or bigger creature then tumble isn't going to be able to help a rogue get in and out of the natural reach zone, at least for the average character since tumble only gives 15' of movement. So in that regard I can see how Spring Attack in and of itself is worthwhile, the prerequisites, not so much.</p><p></p><p>But how would the game fall apart with a Running Attack feat.</p><p></p><p>Now, we have the situation where people can run up, poke someone and then step away, and they can do that over and over again. It just that wider strategies of the game aren't being considered? As the game exists right now the field of combat is very static. People charge, make contact and then the fight bogs down into a lot of shuffling with five foot steps, with a few other repositionings and then five rounds later its over.</p><p></p><p>If characters could move more fluidly then you see more cinematic battles and terrain becomes more important. If I as a DM had players with a Running Attack feat, and who delighted in poke and run tactics then I'd just adjust scenarios so that the characters weren't going up against solo or only a few monsters. Overrun and Bullrush would also become far more valuable actions, and at that point the game becomes more fun because you see people getting shoved around, people darting here and there, etc.</p><p></p><p>If a DM creates scenarios where the tank can pin down the solo monster and then the other characters can dart in and out with impunity, I can see how it would be seen that move/attack/move would seem broken. However, that has more to do with poor scenario design and tactics on the DMs part, stuck in a more static frame of reference.</p><p></p><p>I've had a chance to play a archer/ranger character for quite awhile and from my experience, while it was fun to have shot on the run as a option, inevitably my character needed to output as much damage as possible, which meant full attacks with rapid shot and iterative attacks, so the feat wasn't really being used, save in some very specific situations.</p></blockquote><p></p>
[QUOTE="harpy, post: 4975270, member: 85243"] Thanks all for the replies, my mind is crunching it all. One of the things I wanted to understand was why there wasn't a "running attack" feat. Not spring attack with it's ability to avoid AoO, but just move/attack/move with AoO still wide open. When going up against a large (tall) or bigger creature then tumble isn't going to be able to help a rogue get in and out of the natural reach zone, at least for the average character since tumble only gives 15' of movement. So in that regard I can see how Spring Attack in and of itself is worthwhile, the prerequisites, not so much. But how would the game fall apart with a Running Attack feat. Now, we have the situation where people can run up, poke someone and then step away, and they can do that over and over again. It just that wider strategies of the game aren't being considered? As the game exists right now the field of combat is very static. People charge, make contact and then the fight bogs down into a lot of shuffling with five foot steps, with a few other repositionings and then five rounds later its over. If characters could move more fluidly then you see more cinematic battles and terrain becomes more important. If I as a DM had players with a Running Attack feat, and who delighted in poke and run tactics then I'd just adjust scenarios so that the characters weren't going up against solo or only a few monsters. Overrun and Bullrush would also become far more valuable actions, and at that point the game becomes more fun because you see people getting shoved around, people darting here and there, etc. If a DM creates scenarios where the tank can pin down the solo monster and then the other characters can dart in and out with impunity, I can see how it would be seen that move/attack/move would seem broken. However, that has more to do with poor scenario design and tactics on the DMs part, stuck in a more static frame of reference. I've had a chance to play a archer/ranger character for quite awhile and from my experience, while it was fun to have shot on the run as a option, inevitably my character needed to output as much damage as possible, which meant full attacks with rapid shot and iterative attacks, so the feat wasn't really being used, save in some very specific situations. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why is Shot on the Run and Spring Attack so costly?
Top