Movement in combat
- Snoring Rock
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Movement in combat
So how do you handle movement in combat? Do you allow the 3.x inspired 5ft. move after an attack? Do you allow movement after an attack? RAW does not really ajudicate this. I prefer to leave it kind of easy and put it before or after an attack wthin reason, but the extra little 5ft. thing I do not allow. With a charge you get x2 or x3 but you cannot jog or run after an attack in my games.
- Omote
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Re: Movement in combat
The RAW are spelled out pretty clearly on page 129 of the PHB for this.
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- Omote
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Re: Movement in combat
Also, check out the thread a few down from here. Or click right about.... here.... viewtopic.php?f=8&t=11633
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alcyone
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Re: Movement in combat
I always allow 5 feet of movement as long as it's the only movement in the round. The PHB mentions something to the effect of always allowing at least 5 feet of movement. In 3.5 you can't move, attack, and make a 5' step either; the 5' step is only available if it's the only movement in a round. Even if you could, 5' is generally not enough to get you out of melee, and doesn't affect spell disruption if you are using a declaration phase for casters.
The allowance I make with attack-and-move is for a ranged attacker who is not moving through, into, or out of melee range. I also generally allow move-shoot-move (at a penalty) for the archers.
The exceptions for attack-and-move for melee combatants are the existing withdrawal options.
For charging, I allow en-passant attacks where it makes sense, like two knights passing on horseback. That combines well with something like only allowing a charge every 6 rounds (to avoid constant avoidance of attacks by the charger.) Or you can say, you may pass, but your foe gets a free attack (and of course in any case gets first attack and can halt movement if they have declared they will set a spear.)
Generally, I like my melee combatants to be sticky; otherwise it turns into some Laurel and Hardy hit-and-run scheme that makes a mockery of the turn-based combat system.
Incidentally, I think at least in lieu of the withdrawal rules, "attacks of opportunity" seem to work just fine; if someone moves through someone else's threatened area, just let the foe take a swing.
The allowance I make with attack-and-move is for a ranged attacker who is not moving through, into, or out of melee range. I also generally allow move-shoot-move (at a penalty) for the archers.
The exceptions for attack-and-move for melee combatants are the existing withdrawal options.
For charging, I allow en-passant attacks where it makes sense, like two knights passing on horseback. That combines well with something like only allowing a charge every 6 rounds (to avoid constant avoidance of attacks by the charger.) Or you can say, you may pass, but your foe gets a free attack (and of course in any case gets first attack and can halt movement if they have declared they will set a spear.)
Generally, I like my melee combatants to be sticky; otherwise it turns into some Laurel and Hardy hit-and-run scheme that makes a mockery of the turn-based combat system.
Incidentally, I think at least in lieu of the withdrawal rules, "attacks of opportunity" seem to work just fine; if someone moves through someone else's threatened area, just let the foe take a swing.
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