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Switch to Forum Live View Moving away from an enemy
12 months ago  ::  Jun 09, 2012 - 9:11PM #51
Rhenny
Date Joined: Dec 21, 2011
Posts: 1,556
Of all the ideas, I think I like the following:

If a creature/PC wants to leave a threatened area at any time (withdrawing from combat or moving past a combatant to get to another), he or she must explain how he is going to go through the threatened area and make an appropriate maneuver check.  He can run/jump (strength)....he can tumble (dex)....he can faint and attempt to distract (charisma), etc.  This would be part of his move action.   DM will assign DC depending on how much mobility the group decides to have in its games.   DC 10 for more mobility, DC 12 or 14 for less mobility.

This will let the group/DM decide how easy or hard it is to move in and out of threatened areas.

In any event, if the check is made, the creature/PC can move normally.  If the check is failed, the creature/PC must end his/her turn in the threatened area.

This would simulate the idea that when you try to retreat, or get past a combatant, you wait for an opportunity.  If you are lucky, you get a chance and you make it.  If not, you have to stay put.

Yes, it does add rolls to the game, but it also makes the moment more interesting and it fits well with the exisiting "improvise" rules so it seems internally consistent.  


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12 months ago  ::  Jun 10, 2012 - 5:39PM #52
penandpaper2
Date Joined: Jul 2, 2008
Posts: 1,143

Jun 8, 2012 -- 8:33PM, lousypunk wrote:

Wouldn't the simplest solution here just be to say that if a creature leaves a threatened area and attacks another creature, it gets disadvantage on the attack?  I think it makes sense mechanically (there's a disincentive to gang up on the wizard, but retreat is still a viable option), and also as a simulation (the attacker is distracted because they have to remain aware of a possible counter attack from the creature they disengaged).  I was thinking about houseruling it this way in my own campaign.  Does anyone see any obvious problems that I'm missing?




Yes, this is possibly the simplest solution.  An extra 5' of movement is simple too.  1/2 movement could get complicated, and that's obviously not what this edition wants.

My take on it is this:  I still have yet to see this get abused.  I've played with four different groups.  DM'ed three times and played as a player twice.  I have yet to see how this cripples the game in any way.  If anything, it forces people to be tactical.  So I really don't get all the fuss.

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12 months ago  ::  Jun 10, 2012 - 6:22PM #53
Dreamstryder
Date Joined: Jul 5, 2001
Posts: 867
We played without a grid (the DM would point in directions to indicate the goblins' approach from the right hallway, noises from the other side of the table overturned for a barricade, etc), and no one even wondered where opportunity attacks went. I personally thought things flowed more realistically without such rules minutiae interrupting. The players did, however, avoid ending their turns near the ogre on account of its reach.
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12 months ago  ::  Jun 10, 2012 - 7:28PM #54
TorsonShieldbreaker
Date Joined: Apr 23, 2012
Posts: 7
My take on this is that is costs double the terrain cost to move through a threatened square / area so it is easier to avoid moving through the threatened areas but in an emergency ...
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12 months ago  ::  Jun 10, 2012 - 9:06PM #55
Raddu76
Date Joined: Mar 14, 2008
Posts: 369

Jun 9, 2012 -- 5:12PM, CarlT wrote:



The rulesl I proposed in my feedback were as follows:

1:  Leaving a square that is adjacent to an enemy normally costs '5 feet' of extra movement.
2:  If you enter a square that is adjacent to an enemy your movement normally stops.


3)  You can move past an enemy without stopping or paying the extra movement penalty  (i.e. ignore rules 1 and/or 2) but that enemy gets a free attack on you with advantage. 

Carl




So far these three adjustments seem to make sense. Good job Carl!

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12 months ago  ::  Jun 10, 2012 - 10:42PM #56
Kaldric
Date Joined: Oct 5, 2002
Posts: 2,618
What I liked about AD&D combat was that yeah - you could 'fall back' - but only if you had a buddy keeping your opponent busy. Otherwise, he could just toddle along right after you, and you'll still be in melee next round.
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12 months ago  ::  Jun 11, 2012 - 3:00AM #57
Xaelvaen
Date Joined: May 31, 2012
Posts: 41

Jun 10, 2012 -- 9:06PM, Raddu76 wrote:

Jun 9, 2012 -- 5:12PM, CarlT wrote:



The rulesl I proposed in my feedback were as follows:

1:  Leaving a square that is adjacent to an enemy normally costs '5 feet' of extra movement.
2:  If you enter a square that is adjacent to an enemy your movement normally stops.


3)  You can move past an enemy without stopping or paying the extra movement penalty  (i.e. ignore rules 1 and/or 2) but that enemy gets a free attack on you with advantage. 

Carl




So far these three adjustments seem to make sense. Good job Carl!



I really like this as well, though to playtest around with this, we'll probably take out the 'free attack with advantage' to just 'free attack.'  Thanks =) 

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12 months ago  ::  Jun 11, 2012 - 5:34AM #58
2LSan
Date Joined: Aug 22, 2007
Posts: 172

Jun 7, 2012 -- 3:13PM, Arithezoo wrote:

When people play without opportunity attacks when they are used to having the mechanic, what you see is posts like the one above by Shardey.  There have been many such posts.  "The orcs just all ran past the fighter to attack the wizard."  Etc.

So I have a question to any old timers out there who played D&D before the concept of an opportunity attack became a part of the game: what was it like back then?  Did everyone just dance around during combat?  Would all the enemies swarm past the fighter and ignore him?  Or did people have an unspoken agreement that such things were off limits?  Or something else entirely?

I think it would be helpful to get this perspective on this issue.





I'm one of the old timers that didn't get a chance to chime in, and I'm sorry that I was a little bit late on getting my jab in here.

AoO were always there, as Carl pointed out in his latest post, they just weren't as exploited as they became in later editions.

For myself, as the DM in too many OD&D, 2E, etc. games; it was my ignorance of real tactics that kept me from taking full advantage of the monsters ability to "gunch" the wizards, healer clerics, etc. in the party.

Just like actual warefare has progressed through the ages, so too, does a DMs understanding of how fantasy warfare can and should progress as they get more experience running it, dealing with it and adjudicating it.

Cavemen used to charge into melee combat wailing on each other with fists and clubs.  Then we got slings, and then bows, and then catapults, and then cannons, and then guns replaced swords, and then kevlar replaced metal armor, and now we have tanks, artillery and so on and so forth.

D&D has done a lot of the same things - Swords and Bows and catapults were all the real world mechanical vs mechanical.  They also developed their version of Artillery with Area Effect spells like Fireball, Lightning Bolt, Mordenkainens Minute Meteors, Word of Death, etc.

Since I am a soldier, my understanding of Artillery Fire, Counter Artillery Fire, and all types of maneuver tactics to minimize and counter these has increased so has my ability to negotiate all of these elements of combat in D&D.

My gaming group loves it because they love being able to run what turn out to be Battle Drills against the monsters that they have to fight, but it also makes me a fierce DM in combat when it comes to using intelligent monsters in combat, and don't get me started on what a Dragon can and can't do in combat - they're the worst kind of flying tank (tanks are used to destroy their opponent) available and boy are they hard to kill.

So, over time, my understanding of concepts in D&D such as the monster subtypes as they were explained in 4E make perfect sense to me - Lurkers = LRS Teams; Skirmishers = CAV Scouts; Arcane Blasters = Artillery, etc.

The Army uses terrain, combat engineering obstacles, terrain denial tactics and more to keep things like "moving past the infantry front line of defense to hit the supply lines" in real life, and I don't know why, but 5E seems to be very lacking in this regard.  

For this playtest, the only worthwhile solution(s) I could find in the RAW, are that the Wizard should always carry caltrops and use them liberally, or always cast 'Grease' around himself, always ready an action to cast Ray of Frost on round 1 (really boring for the WizO) or always have the Rogue covering his butt so that when something does break past he gets a really nasty whack for his trouble, or use any combination of the above techniques to keep himself alive, or make it worth the Rogues time to help him out in this regard.

I've also come up with numerous houserules and alternatives to the above for 5E (which you've read in other threads), but I think what is abudantly clear is that a large part of the posting community wants something more in the official version of 5E than unlimited Freedom of Maneuver in combat.

Just my 2 cps...

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12 months ago  ::  Jun 11, 2012 - 7:37AM #59
Erithil
Date Joined: Aug 6, 2001
Posts: 26

Jun 7, 2012 -- 11:54AM, autolycus wrote:

We are experimenting with having threatened squares cost double to move through (indicating defensive movement).

So far it is working well. Not many enemies have the movement to charge across a room and make the "double cost" move past the front line.

It also has the advantage of no paperwork or markers. There's nothing to track. 




I'm late to the conversation but I like this thought.  I don't think we need more rolls (contests) in battle to fill the void of unfettered movement in battle.  This suggestion restricts the movement without over-complexity.

I'm also contemplating some kind of condition called "Engaged" to tie in to this.  It is a flag that establishes that you are actively fighting and/or defending, whether that is with ranged or melee combat.  Once you have that established, you can apply whatever restrictions being engaged in battle would do, such as restrict movement, prevent do-si-do, etc.

It needs more thought, but my opinion is movement and battle need something more.  There are some great suggestions in this thread.

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12 months ago  ::  Jun 11, 2012 - 8:07AM #60
Dragonette
Date Joined: Jul 28, 2011
Posts: 648
Hi,

I've moved this discussion to Playtest Packet Discussion
Thanks,

Monica
Monica
Wizards of the Coast Online Community Coordinator
A friendly dragon.
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