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Post by Jasmine on Mar 28, 2015 14:04:45 GMT -5
Diagonals can either count as 1 square, as in 4th edition, or 1.5 squares, as in 3rd edition, at the DM's discretion. In either case, you have enough movement.
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Post by bashman on Mar 28, 2015 14:11:23 GMT -5
dont they count as moving two going diagonally? otherwise if they dont count as two then your right. i could end up there and take an action No it doesn't count as moving 2 squares. If the DM wants to, there is an optional rule to do the 1, 2, 1, 2, method from 3.5, but by default diagonals (except around corners) are 1:1. Also you can move through an ally's square, but it counts as Difficult Terrain (unless you are a halfling).
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hatguy
Seasoned Warrior
"What's the worst that could happen?"
Posts: 71
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Post by hatguy on Mar 28, 2015 14:15:38 GMT -5
dont they count as moving two going diagonally? otherwise if they dont count as two then your right. i could end up there and take an action No it doesn't count as moving 2 squares. If the DM wants to, there is an optional rule to do the 1, 2, 1, 2, method from 3.5, but by default diagonals (except around corners) are 1:1. Also you can move through an ally's square, but it counts as Difficult Terrain (unless you are a halfling). I believe that the "default" grid movement for 5th edition is to play without a grid! But yes, page 162 of the players handbook has each square costing 5 feet of movement, including diagonals.
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Post by harknail on Mar 28, 2015 15:11:44 GMT -5
As pointed out, increasing the cost of diagonal movement is optional. Also, in the free download (easier to look out then going to another room to get my books), it mentions that you can enter a square even if you have only one foot of movement left. So based on that I propose this as the rule for diagonal movement for this game:
Moving vertically or horizontally uses 5 feet of movement. Moving diagonally uses 7 feet of movement. Costs are doubled for difficult terrain. You must have at least one foot of movement left to enter a square (two if entering a difficult terrain square).
This allows someone to move diagonally twice without reducing movement, but moving diagonally 3 times does decrease movement in squares. This allows for walking around a single obstacle not to affect your movement while darting left and right, or moving in a straight diagonal line does.
Opinions?
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hatguy
Seasoned Warrior
"What's the worst that could happen?"
Posts: 71
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Post by hatguy on Mar 28, 2015 16:28:22 GMT -5
Sounds good to me!
Now, has everyone gone for our first turn? I'm itching to get to that last kobold.
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Post by (George) 3.5./ ZEM ( 4.0) on Mar 28, 2015 20:40:00 GMT -5
( sorry we do have two of us left to go, ill post my turn tonight or tomorrow yet before i do i would like to know for certain if i can end up in that sq or not.)
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Post by bashman on Mar 29, 2015 0:57:28 GMT -5
Joe, I like that better than the official alternate rule and will suggest it to my other DMs!
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Post by harknail on Mar 29, 2015 13:35:48 GMT -5
Still waiting for the last two players to post...
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Post by (George) 3.5./ ZEM ( 4.0) on Mar 29, 2015 15:38:31 GMT -5
( dm im still waiting on the offical ruling your using. It matters if he can end up in that sq or not.
so to clear things up can Elir end up in E7 in a single move?)
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Post by harknail on Mar 29, 2015 17:16:46 GMT -5
( dm im still waiting on the offical ruling your using. It matters if he can end up in that sq or not. so to clear things up can Elir end up in E7 in a single move?) Yes, he can (using my home brew optional rules for diagonal movement).
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Post by Jasmine on Mar 29, 2015 17:38:48 GMT -5
As pointed out, increasing the cost of diagonal movement is optional. Also, in the free download (easier to look out then going to another room to get my books), it mentions that you can enter a square even if you have only one foot of movement left. So based on that I propose this as the rule for diagonal movement for this game:
Moving vertically or horizontally uses 5 feet of movement. Moving diagonally uses 7 feet of movement. Costs are doubled for difficult terrain. You must have at least one foot of movement left to enter a square (two if entering a difficult terrain square).
This allows someone to move diagonally twice without reducing movement, but moving diagonally 3 times does decrease movement in squares. This allows for walking around a single obstacle not to affect your movement while darting left and right, or moving in a straight diagonal line does.
Opinions? So the 3.5 version, except instead of 2:3 it's 3:4?
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Post by (George) 3.5./ ZEM ( 4.0) on Mar 29, 2015 19:04:44 GMT -5
Elir moves up taking the only place open to him but still behind the newly established frount line. it was time to try and take out the last kobolt.
wqhB26xlp_1-20+4=14
p_1-4+2= 51-20�1-4
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Post by harknail on Mar 29, 2015 19:04:44 GMT -5
As pointed out, increasing the cost of diagonal movement is optional. Also, in the free download (easier to look out then going to another room to get my books), it mentions that you can enter a square even if you have only one foot of movement left. So based on that I propose this as the rule for diagonal movement for this game:
Moving vertically or horizontally uses 5 feet of movement. Moving diagonally uses 7 feet of movement. Costs are doubled for difficult terrain. You must have at least one foot of movement left to enter a square (two if entering a difficult terrain square).
This allows someone to move diagonally twice without reducing movement, but moving diagonally 3 times does decrease movement in squares. This allows for walking around a single obstacle not to affect your movement while darting left and right, or moving in a straight diagonal line does.
Opinions? So the 3.5 version, except instead of 2:3 it's 3:4? Not exactly, but I suppose it gets the same result as long as you're not dealing with difficult terrain. In some ways it's more precise since moving from the center of the square to the center of a diagonal square is very close to 7 feet, not the 7 1/2 feet that 3.5 assumes. On the other hand, this is allowing you to enter a square if you have only a single foot of movement left which isn't so realistic. Still, I like how you can walk around someone in a wide quarter without slowing down. I think this actually does a good job representing reality where people don't move at just 90° and 45° angles.
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Post by harknail on Mar 29, 2015 19:17:25 GMT -5
Elir moves up taking the only place open to him but still behind the newly established frount line. it was time to try and take out the last kobolt. 40 feet is long-range for a dart, which means the attack is a disadvantage.
Rolling second roll, will use lowest: QvUBIYANp_1-20+4 =14 Elir's tossed dart made it through the portcullis and struck the remaining kobold in the left eye, killing him instantly. 1-20
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Post by harknail on Mar 29, 2015 19:32:55 GMT -5
OOC: Skipping Shen to keep things moving…The group has a moment of relief as a last kobold falls to the ground, but then reinforcements pour out of the back room and scattered, although the corner slowed them down. They open up on the front rank with Beth being targeted twice. But these kobolds were terrible shots with their stones, all four of them missed. OOC: the results were Beth natural 1 & AC 11, Elir AC 8, and Hurick AC 12
Tag allMap (updates as positions change)
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Post by (George) 3.5./ ZEM ( 4.0) on Mar 29, 2015 19:39:48 GMT -5
" looks like they want a party! ."
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hatguy
Seasoned Warrior
"What's the worst that could happen?"
Posts: 71
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Post by hatguy on Mar 29, 2015 20:26:38 GMT -5
So how does combat work after the first round? Is it just "anything within reason goes" or is it something else?
Also, are you running flanking rules harknail? I believe that flanking does not exist anymore in the RAW, but I wanted to double check.
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Post by (George) 3.5./ ZEM ( 4.0) on Mar 29, 2015 20:40:36 GMT -5
Elir is going for #7.
Elir takes out another dart
" open wide!"
The dart flings out of his hand at rapid speed.
Bt8S0SM0p_1-20+4= 24
p_1-4+2= 4 damage1-20�1-4
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Post by Jasmine on Mar 29, 2015 20:45:11 GMT -5
Beth raises her shield to deflect a stone and turns to Hurick. "Sir! If it's the same to you, I think we'll have better luck fighting them in close quarters. I'm going in!"
She draws her warhammer and charges toward #5, then veers to the right, dancing at the edge of the kobold's reach and around behind it. As she runs by, she aims a blow at the kobold's center of mass.
Attack: 8qzP|t4Yp_1-20+5=16 Damage: p_1-8+3=7
If the kobold survives the attack, she'll use a bonus action while she's in square H5 to shove it with her shield, knocking it into the trench, and then move to E4, where she threatens both #6 and #8. If #5 dies, she'll go to E3 instead, and she'll use the shove against #8, shoving it into the wall. (I'm not sure what shoving someone into a wall does exactly, but it seems like it would be uncomfortable.)
Athletics check: p_1-20+5=7
(5e fun fact: You only provoke an opportunity attack when you leave a foe's reach, not when you move within it. You can skirt around them all you like as long as you don't try to disengage. Not that it matters if they're only wielding slings, but still.)
#6 and #8 now have disadvantage on their ranged attacks while Beth is threatening them, and will open themselves up to an attack if they try to leave her reach before firing. If they switch to melee attacks, it means they're targeting Beth instead of a squishier teammate, so mission accomplished either way. This move also sets up a sneak attack for Lincoln.1-20�1-8�1-20
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Post by harknail on Mar 29, 2015 20:56:06 GMT -5
So how does combat work after the first round? Is it just "anything within reason goes" or is it something else?
Also, are you running flanking rules harknail? I believe that flanking does not exist anymore in the RAW, but I wanted to double check. The first round, only players that rolled higher init from the monsters post in any order (which was no-one this time). On all following player turns, all players may post in any order. The only catch is that a bonus granted to others that lasts till your next turn applies once and only once regardless if the player getting the bonus posts 0, 1, or 2 times between your posts. So we're in another round of everyone post in any order, your actions will be resolved in the order posted.
Flanking is still in the RAW, specifically it's in the DM's guide as a optional rule when playing with a grid. I'm using a grid (as you may have noticed), so I'll be using the flanking rule as well. Flanking grants advantage on the attack.
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