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Dungeons & Dra.. D&D Next General D.. Who would like more dynamic movement in combat?
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4 months ago  ::  Feb 03, 2013 - 9:13PM #21
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,794

Feb 3, 2013 -- 8:55PM, malcapricornis wrote:

 Decision making is why I play games.



I like that.. very quotable.

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4 months ago  ::  Feb 03, 2013 - 9:22PM #22
Shiroiken
Date Joined: Mar 11, 2008
Posts: 262
When the 1st packet came out, I was very happy at the new Movement mechanic and the loss of AOO. The new movement rules were very clear and sped up confusion in combat. I never really liked AOO, as they often just slowed the game down, and everyone is always terrified of triggering one.

I didn't like the idea of the monsters being able to ignore the front line and eat the wizard. As the DM, I had the monster act accordingly (attacking direct threats based on Int), but the PCs could do as they please. When they started ignoring brute monsters to attack ranged threats, I knew there was a problem.

I would like to see a system that incorperates the new movement mechanics, rather than use AOO. If you move while adjacent to an enemy, you must spend an extra 5' for every 5' movement. If that enemy has made a melee attack against you since your last turn, the extra cost is increased to 10' for every 5' of movement. If that enemy hit you with a melee attack since your last turn, the extra cost is increased to 15' for every 5' of movement. Some classes/monsters could gain a benefit to increase the extra cost by another 5'. This way, it's hard to escape someone who is holding you down, but you can make an escape (especially if you use the Hustle Action).

Summary:
Adjacent: 10'/5' moved
Melee Attack: 15'/5' moved
Melee Hit: 20'/5' moved
"Sticky" Enemy: +5'/5' moved
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4 months ago  ::  Feb 03, 2013 - 9:37PM #23
blacksheepcannibal
Date Joined: Dec 13, 2006
Posts: 1,031

Feb 3, 2013 -- 9:22PM, Shiroiken wrote:

..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" />I would like to see a system that incorperates the new movement mechanics, rather than use AOO. If you move while adjacent to an enemy, you must spend an extra 5' for every 5' movement. If that enemy has made a melee attack against you since your last turn, the extra cost is increased to 10' for every 5' of movement. If that enemy hit you with a melee attack since your last turn, the extra cost is increased to 15' for every 5' of movement. Some classes/monsters could gain a benefit to increase the extra cost by another 5'. This way, it's hard to escape someone who is holding you down, but you can make an escape (especially if you use the Hustle Action).

Summary:
Adjacent: 10'/5' moved
Melee Attack: 15'/5' moved
Melee Hit: 20'/5' moved
"Sticky" Enemy: +5'/5' moved


This is easier than "if you move out of a threatened square, the monster gets to make a melee basic on you"? Especially considering 9 times out of 10 (admittedly in my experience) it's "I shift away", and that 10th time, you make an attack roll (roll the damage dice at the same time) and then maybe add the dice up?

Want the tl;dr of my posts? Read the bold text; I put it there to highlight the main points for ease of skimming.
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4 months ago  ::  Feb 03, 2013 - 10:07PM #24
Lawolf
Date Joined: May 4, 2008
Posts: 4,290
I prefer the way savage worlds does movement to 5e. It is very similar except there is no limit to OAs but a shaken (dazed) opponent can't take reactions. You can daze opponents by performing acrobatics or intelligence tricks, hitting a for with a weapon, taunting or intimidating, and a number of other ways. It makes movement in combat much more decision oriented. It also helps promote teamwork and tactical play in a way that 5e does not.
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4 months ago  ::  Feb 03, 2013 - 10:27PM #25
Plaguescarred
Date Joined: May 12, 2009
Posts: 16,556

Feb 3, 2013 -- 6:52PM, mrpopstar wrote:

I agree with Jenks.

Given that you can literally run circles around your opponent without provoking OAs, I find that combat is much much more fluid than in previous editions. Toss in some interesting terrain, and classes using maneuvers are fully incentivized to shove away, bull rush, and apply all sorts of interesting effects as combat organically becomes more varied and interesting.



I agree with Jenks and mrpopstar.  I like how you can Break a Move, and move freely into enemies's reach  and think it makes combat more fluid. Coupled wiith Disengage, Shift etc..as alternative methods of moving away without provoking opportunity attacks makes a good middle ground by offering enought mobility options while preserving a sense of risk if moving recklessly.

Yan
Montréal, Canada
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4 months ago  ::  Feb 03, 2013 - 10:55PM #26
BoredDan
Date Joined: Jan 14, 2013
Posts: 95
I like some of the ideas of increased movement costs for disengaging, perhaps it could be used in conjunction with OA's where you can disengage at full speed but doing so provokes an opportunity attack. I also like the idea above of disengaging from an enemy who attacked or hit you with mellee costing more. This allows for sticky combat while also allowing player to move freely without provoking OA's. It would mean a mellee character could keep the ranged players in the back and act as an obstacle, but an opponent could still attemot to run by and go after the ranged if that is their tactic. This could also work with the re-implementation of threatened squares to allow players to move around in melee but not be able to instantly get to any side of an enemy. When mixed with flanking this would give a lot of tactics to gameplay, do you go for the enemy that could flank you to keep him from doing so, or do you go for the weaker enemy and hope you kill him. Multi-person melee attacks would become very useful as it would allow you to slow more enemies. Positioning around the enemy becomes important as you want to make it hard for them to move from one player to another without provoking OA's.
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4 months ago  ::  Feb 03, 2013 - 11:09PM #27
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Feb 3, 2013 -- 10:27PM, Plaguescarred wrote:

Feb 3, 2013 -- 6:52PM, mrpopstar wrote:

I agree with Jenks.

Given that you can literally run circles around your opponent without provoking OAs, I find that combat is much much more fluid than in previous editions. Toss in some interesting terrain, and classes using maneuvers are fully incentivized to shove away, bull rush, and apply all sorts of interesting effects as combat organically becomes more varied and interesting.



I agree with Jenks and mrpopstar.  I like how you can Break a Move, and move freely into enemies's reach  and think it makes combat more fluid. Coupled wiith Disengage, Shift etc..as alternative methods of moving away without provoking opportunity attacks makes a good middle ground by offering enought mobility options while preserving a sense of risk if moving recklessly.


Yeah I think so too. Attacks of opportunity are fun the first time you realise they're there and after that they just stifle anyone from doing anything. I much prefer if movement is just carved up however and people focus on attack-like actions rather then whether they can get somewhere.

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4 months ago  ::  Feb 03, 2013 - 11:21PM #28
rampant
Date Joined: Oct 26, 2004
Posts: 8,016
So completely deny any sort of tactical process in movement, and allow people to just walk aorund wepaon wielders to get at the squishies?
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4 months ago  ::  Feb 04, 2013 - 1:28AM #29
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,403

Feb 3, 2013 -- 11:21PM, rampant wrote:

So completely deny any sort of tactical process in movement, and allow people to just walk aorund wepaon wielders to get at the squishies?




You can “engage” a person that you are bodyguarding. Then if anyone attacks that person, you get a free opp attack to deny the attacker an engagement.

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4 months ago  ::  Feb 04, 2013 - 1:43AM #30
sleypy
Date Joined: Jun 1, 2011
Posts: 1,365
With only one reaction a round decent size group of monsters pretty much can walk right by melee anyway.  If they have a heavy hitter engaged to force defensive reactions like fighters to parry their movement is nearly unhindered in any situation other then narrow tunnel fighting.
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