Who uses the movement rules as written?

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MithrilKnight
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Who uses the movement rules as written?

Post by MithrilKnight »

I've played D&D 3.x for so long, I've essentially forgotten how movement used to be done. I'm used to full moves and attacks or double moves and no attacks -- so the 1/2 move and attack seems foreign.

Does anyone use the C&C movement system as written? If so, how does it work (and compare with 3.x)? Basically, is there a good reason to keep it over house ruling the thing?

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Post by Lord Dynel »

No problem, sir. Believe me, I had the same issue (I think I told you that already in another thread, so I'll spare you ).

Since there's no multiple attacks (for the most part), there is not "Stand still and full attack," but there is this: an attacker can move 1/2 his movement in attack in the same round. When charging, you can move your full movement and attack (with the penalties and bonuses associated with it). If I recall, this does not apply to casting spells nor does it apply to moving 1/2 your rate and making multiple attacks (for monks and fighters) - only one attacks can be made if you move up to half your movement.

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Post by MithrilKnight »

Lord Dynel wrote:
No problem, sir. Believe me, I had the same issue (I think I told you that already in another thread, so I'll spare you ).

Since there's no multiple attacks (for the most part), there is not "Stand still and full attack," but there is this: an attacker can move 1/2 his movement in attack in the same round. When charging, you can move your full movement and attack (with the penalties and bonuses associated with it). If I recall, this does not apply to casting spells nor does it apply to moving 1/2 your rate and making multiple attacks (for monks and fighters) - only one attacks can be made if you move up to half your movement.

Hope that helps!

Forgive me if I'm repeating myself with my questions. I'm just trying to make sure I've got a handle on everything before my first game. I sort of feel a bit of pressure to make sure my players enjoy the new system (and making sure I know the rules is a key start).

Some of my players are really skeptical about C&C. They're so attached to 3.5e and I'm dragging them along because I've had enough with DMing 3.5e and all the prep work and rules to remember.

I should probably just play all the rules as written and make modifications based on the group's desires later. But it's so tempting to tweak a few things now in the hopes of "converting" all my players willingly and happily. I wish I could just be a player once and see how someone else runs it, but alas, I'm leading the crusade among the players and DMs in my gaming group.

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Post by Treebore »

I do it more like 3E, full move and attack. Only moving 15 and attacking bugs me.
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Re: Who uses the movement rules as written?

Post by Matthew »

MithrilKnight wrote:
I've played D&D 3.x for so long, I've essentially forgotten how movement used to be done. I'm used to full moves and attacks or double moves and no attacks -- so the 1/2 move and attack seems foreign.

Does anyone use the C&C movement system as written? If so, how does it work (and compare with 3.x)? Basically, is there a good reason to keep it over house ruling the thing?

As I understand it, C&C uses the "move/countermove" method. AD&D tends towards "written orders" [i.e. actions are declared before the commencement of the round and resolved more or less simultaneously]. The former is definitely easier to run, but the latter should hopefully result in a more dynamic combat round where interceptions are possible without special actions to interrupt enemy actions.

Resolving combat with regard to movement, attacks, spells, and other actions can be one of the trickier elements of round resolution, and is often more an acquired skill than anything else. I would use the C&C system to begin with, and then consider alternatives and whether they will suit you better.
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Post by Lord Dynel »

MithrilKnight wrote:
Forgive me if I'm repeating myself with my questions. I'm just trying to make sure I've got a handle on everything before my first game. I sort of feel a bit of pressure to make sure my players enjoy the new system (and making sure I know the rules is a key start).

Some of my players are really skeptical about C&C. They're so attached to 3.5e and I'm dragging them along because I've had enough with DMing 3.5e and all the prep work and rules to remember.

I should probably just play all the rules as written and make modifications based on the group's desires later. But it's so tempting to tweak a few things now in the hopes of "converting" all my players willingly and happily. I wish I could just be a player once and see how someone else runs it, but alas, I'm leading the crusade among the players and DMs in my gaming group.

You haven't asked this question before, I was commenting on the you having to unlearn 3.5 part...no worries!
And I can sympathize with you on the new and skeptical players part, too. One particular player really liked the +1 attribute/ability score increase every four levels. I thought about it for a few minutes, figured it wouldn't be a problem to add it in, and went ahead and added it to my list of house rules. Easy as pie.

As far as the movement rules, they're pretty easy, I think. It takes the middle road between old (you can move, but not attack) and new (you can move and attack) with a solid middle-ground (you can move half your movement and attack). If worse came to worse and you really wanted to, you could fall back onto the 3.5 rules.

That being said, you may want to follow your own advice and play the game a few times, by the book. I'm sure no one has to tell you, but this isn't 3.5 - it'll have different rules that will take a very little while getting use to. Get use to them, before deciding whether you want to change them or not - you may find that they play better as written. Then of course if you want to change, the rules lend themselves very well to adaptation.

And don't worry about your players - I think once they brave the game table without the rigid structure, the illusion of freedom, that existed with 3.5, they will find a much more open and enjoyable playing experience.
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Post by Omote »

We play it exactly BTB. I think this allows for more movement in combat vesus 3.5. This makes it more tactical, because you can't attack after moving more then 50% of your allowence. Movement seems important in C&C combat vesus other editions.

-O
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Post by serleran »

I do not use movement rules at all. I find it tedious and needless.
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Post by Jackal »

I run them by the book. The only thing that bugs me at all is the "do not attack doughnut." This is created by being able to move 1/2 distance and attack or charge (minimum full move) to attack. So a medium sized character can either move 15 feet and attack or run head long into battle 30+ feet and attack. At a range of 16 to 29 feet he can only move or attack.

Even that isn't a real big deal most of the time as I like situations where a character just doesn't have the distance for a full on charge but also can't reach his opponent in time to do anything meaningful (and often should just stand his ground, find cover, etc).

I'm not sure if this is covered by the NDA or not (if so, feel free to edit my post) but it's important to note that the move 1/2 and attack was more of a compromise put in place for some of us here. Originally it was move OR attack, end of line. Same goes with declare actions at the start of the round and then act vs state and act on initiative count.

That's why spellcasting, declaring actions, etc all have several options in the PHB. All of which is my way of saying the way you move, declare actions, etc in a combat round doesn't have much to do with the flow of your game. As long as the same rules apply to both sides and you stick with them, one movement/attack system doesn't have much over another than your own style. So go with what works for you and your group.
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Post by Lord Dynel »

Jackal wrote:
I run them by the book. The only thing that bugs me at all is the "do not attack doughnut." This is created by being able to move 1/2 distance and attack or charge (minimum full move) to attack. So a medium sized character can either move 15 feet and attack or run head long into battle 30+ feet and attack. At a range of 16 to 29 feet he can only move or attack.

Even that isn't a real big deal most of the time as I like situations where a character just doesn't have the distance for a full on charge but also can't reach his opponent in time to do anything meaningful (and often should just stand his ground, find cover, etc).

I'm not sure if this is covered by the NDA or not (if so, feel free to edit my post) but it's important to note that the move 1/2 and attack was more of a compromise put in place for some of us here. Originally it was move OR attack, end of line. Same goes with declare actions at the start of the round and then act vs state and act on initiative count.

That's why spellcasting, declaring actions, etc all have several options in the PHB. All of which is my way of saying the way you move, declare actions, etc in a combat round doesn't have much to do with the flow of your game. As long as the same rules apply to both sides and you stick with them, one movement/attack system doesn't have much over another than your own style. So go with what works for you and your group.

Maybe it's me, but I don't see a problem with the whole move, attack, or move half and attack options. If I were to take issue with it, it would be the fact that I can stand in one spot and take one attack or I can move (half my move) and make one attack. The charge actually makes sense to me - I personally don't think anything is wrong with the charge. It hasn't come up in any games yet, but why not allow charging rules apply to 16-29 feet?

What you would have is:

A regular move, up to your character's speed.

A move and attack, up to half your character's speed.

A charge, which (I don't have my books in front of me) would allow a character to move up to double his speed and attack at the bonuses and penalties listed in the PHB. So anywhere from 16 to 60 feet could be covered by a charge. I can't recall the letter of the rule, but I don't see how this would be a problem.
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Post by CharlieRock »

serleran wrote:
I do not use movement rules at all. I find it tedious and needless.

I'm pretty much with Serleran here. While we use minis and paper people to represent basic set-up we dont actually count squares or anything. Basically if you can run up to a guy , you can (and swing as well).
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Post by Julian Grimm »

You know, with the amount of questions I have seen on issues like this, I'm beginning to think a good expansion on the game would be a tactical combat book. I'm not saying something that brings d20 combat to C&C but a book for those that want a more tactical bend to their games could be a nice addition.
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Post by Treebore »

Julian Grimm wrote:
You know, with the amount of questions I have seen on issues like this, I'm beginning to think a good expansion on the game would be a tactical combat book. I'm not saying something that brings d20 combat to C&C but a book for those that want a more tactical bend to their games could be a nice addition.

I believe Casey is working on a mass combat rule book, so things like this will likely be suggested in that.
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Post by Julian Grimm »

I had forgot about that. I am hoping that things like this make it into the game. I may not use them but there has been a fair amount of people asking about things like this.

Speaking of Casey, am I the only one that noticed he has been rather silent lately?
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Post by Treebore »

Julian Grimm wrote:
I had forgot about that. I am hoping that things like this make it into the game. I may not use them but there has been a fair amount of people asking about things like this.

Speaking of Casey, am I the only one that noticed he has been rather silent lately?

He's a school teacher, you know how they are.
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Post by Julian Grimm »

Ahh that explains it.
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Post by serleran »

Actually, I would think a game of mass combat, or a resource that focuses on war and the siege would have very little to do or say regarding personal conflict such as the trivial nature of man-to-man that is the standard fare of C&C... but, I could be proven wrong.
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Post by Ulik Mibut »

I certainly dont use them RAW from the C&C PHB. I allow full moves and combat in the same round per 3.5e D&D (which is where I came to C&C from in the first place).

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Post by Treebore »

Ulik Mibut wrote:
I certainly dont use them RAW from the C&C PHB. I allow full moves and combat in the same round per 3.5e D&D (which is where I came to C&C from in the first place).

Yep, this is how the people I game with do it too. Rigon, nwelte, Lord Seurek, Slimy, etc...
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Post by CharlieRock »

Given the abstract nature of melee I try not to "zoom in" on details like 'half-attack + half-move = full round'.

But I do playseveral games that are more "simulationist" and can see the allure.

Way back when Steve Jackson put out a book called "Man to Man". It was basically just the melee rules crunch of a larger game. I could see something like this on a "Engineering Dungeons" scale.
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Post by artikid »

Hi,

I use them almost as written, in that I allow players to charge even if the enemy is under twice the movement rate as long as the movement is all in a straight line.

Also I use minis with a home-mad battlemat.

It works very nicely and I never had problems, personally I feel no need to borrow combat or movement rules from 3.x but Your Mileage May Vary.

Best regards

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Post by artikid »

sorry double post

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Post by artikid »

damn, triple post.

Sorry must be the browser

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Post by Omote »

The battlemat, even though not really needed for C&C does come in handy. Though using a battlemat prolongs combat to a certain degree, it does tend to eliminate arguments about position on the field of battle. We stuck to the v3.5 5' per square rules, and though this doesn;t mesh exactly with C&C movement, it works well enough. We decided for the purposes of movement to simply round to the nearest 5' when calculating how far one can move.

-O
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Post by Treebore »

Omote wrote:
The battlemat, even though not really needed for C&C does come in handy. Though using a battlemat prolongs combat to a certain degree, it does tend to eliminate arguments about position on the field of battle. We stuck to the v3.5 5' per square rules, and though this doesn;t mesh exactly with C&C movement, it works well enough. We decided for the purposes of movement to simply round to the nearest 5' when calculating how far one can move.

-O

Oh, at home I not only use battle maps, but FD games terrain stuff. Not because of tactics, but because the visual aids are just cool.
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Post by Julian Grimm »

I don't really use battle mats for outdoor stuff but I will use tiles for dungeon combat. Thanks to FDG I have enough to use for a long while.
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Post by Lord Dynel »

+1 on the use of battlemat. I don't use it anymore on a constant basis, but it sure does come in handy for battles.

To those who use the move and attack method (ala 3.5) - does it have any negative side-effects or cons over using the C&C btb method?
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Post by phadeout »

If you want it simpler, but don't want to ignore movement, try this:

You can move your movement rate, and have all your attacks in one round.

If you want to move more than your movement rate, and attack, then you need to charge. You can then move up to twice your movement rate (who cares about straight lines, the CK can make the call on if it makes sense that you can or can't charge - yes you can "charge" over the flaming pit of fire if you make a dexterity roll etc).

If you don't attack, then you can do something else while you move, or move double your movement.
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