You are using Binetti's defense against me.


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Montoya trying to push Westley off the Cliffs of Insanity just before Westley switches to a right-handed grip.

Could be a failed Bull-rush.
 

I ran a Spycraft one-shot awhile ago in which a PC and his nemesis were both movie-style fencers, with lots of appropriate feats. Their final standoff was fantastic; I think there was at least one new special maneuver used each round, as well as plenty of banter (mostly on the player's part, as I was keeping track of two other complicated fights at the same time).

Daniel
 

Hypersmurf said:
"And you can die too, for all I care!"

"Rodents Of Unusual Size? I don't think they exist."

One class that does a lot of moving is the Scout.

-Hyp.


"There's something you should know."

"Yes?"

"I'm not left handed either."
 

geosapient said:
You would think that with a free 5' move players would want to take advantage of that. This, however, is not the case. Of course if a fighter picked up Supreme Cleave I'm sure that he would move 5' or more in a round (even if he'd not moved in combat before).

Unless something happens to force a move everyone just seems content where they are. The only person that seems to move around the battle field is the Cleric and that is just to heal people.
I've had players take advantage of it - mostly to get around to a flanking position without AoO's - even across multiple rounds (sizeable critters).

Also to get casters out of threatened areas, et cetera.

Sure, once everyone's where they want to be, they stop five-footing... but if your monsters five-foot as well....
 

geosapient said:
Is there a way to make combat more interesting without making it take even more time?


Now in D&D, free movement in a duel is also only really likely to happen if both parties have tumble (like the Princess Bride duel, arguably).

How dramatic a change do you want to make? The quickest way would be to eliminate iterative attacks on a full attack action - because really, the full attack with iterative attacks is so important to almost all fighter types that once they get their BAB 6+, that is the incentive to stand toe to toe and hammer it out.

It is strange but true that I often saw more variety in fighting strategy amongst combatants below this level, because they had no incentive to make a full attack, thus more movement was common.

More seriously:

As a less wide ranging change, if the DM provides a rich and varied environment for combat (with lots of swinging things, ledges and so forth) and freely allows PCs to use them (in fact, giving the DMs friend +2 circumstance bonus every time someone uses an element of their surroundings descriptively, and doesn't require skill checks to risk achieving stuff), THEN I think you would see exciting combats that range all over the shop.

"Iron Heroes" has some detailed stuff about 'zones' in combat, but I've not seen it (although others speak well of it). But to my mind, a dead simple solution such as I've outlined just above (free +2 bonuses for describing your use of the environment) would work fine.


Cheers
 

Plane Sailing said:
It is strange but true that I often saw more variety in fighting strategy amongst combatants below this level, because they had no incentive to make a full attack, thus more movement was common.
You're so right. I have toyed with the idea of mucking about with the Full Attack action for this exact reason, and it's also why so many of my NPC's try to find new and interesting ways to prevent the PC's getting a full-round of attacks. Unfortunately the really big hitters on their side are as dependent on them as anyone else.
 

Plane Sailing said:
How dramatic a change do you want to make? The quickest way would be to eliminate iterative attacks on a full attack action - because really, the full attack with iterative attacks is so important to almost all fighter types that once they get their BAB 6+, that is the incentive to stand toe to toe and hammer it out.

It is strange but true that I often saw more variety in fighting strategy amongst combatants below this level, because they had no incentive to make a full attack, thus more movement was common.

I never really thought of it like that before.
 

I believe some of the tactical feats will tend to cause characters to move about more. Some of them require movement at such-and-such turns to set up a powerful finishing move.
 

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