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Custom Rules for Movement Insipred by D&D Options
PGaither84
Posted: Tuesday, January 1, 2013 8:45:06 PM
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Joined: 1/1/2013
Posts: 20
SWM was my introduction to an RPG style combat system. Since then, I have gotten into D&D. Two things that quickly stuck out were the 1-2-1-2 diagonal movement and the "5 foot step." Coming back to SWM, I think both of these rules [or at least the "5 foot step"] belong in the game.

Firstly, in my opinion, the 1-2-1-2 diagonal movement rule is much better than the current rules where every diagonal square costs 2. D&D 4e tried with diagonal is only 1 square, but that was too good. While a little bit more difficult to keep track of and enforce, I think 1-2-1-2 is the best option.

Secondly, and more importantly, is the "5 foot step" rule. For those who don't know, in D&D you are given and option to replace your movement with a single 5 foot step [or 1 square] to avoid an attack of opportunity. After that, you can choose to forgo your attack and take a second movement if you wish. I think this is a very interesting rule that should be explored for home games if you are not doing so already.

What I really like about it is how it keeps the battle moving. So often games seem to come to a point where units are in base contact and just duke it out until someone dies. Especially the cannon fodder troops, as granting a free opportunity attack is just asking to get killed.

I think it would also be interesting to see two beat sticks get into base contact and have one of them use their attack and then 5 foot step out of base contact, forcing their opponent to "waste" a movement to get back into base contact in order to avoid the double, triple, or even quadruple attack that would otherwise be coming at you. It allows you to make better use of the terrain, and while it can make battles a little longer, it has also made them more interesting.
jak
Posted: Wednesday, January 2, 2013 6:54:13 AM
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Joined: 10/17/2010
Posts: 3,682
Location: Beggers Canyon Tatooine
+1

an awesome idea for house rules
Echo24
Posted: Wednesday, January 2, 2013 12:57:05 PM
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Joined: 9/30/2008
Posts: 1,288
I think the 5 foot step would not work very well in this game, mostly just because it's been built without it. It would hurt melee characters without GMA a LOT. It works in DnD because melee attacks are very strong in that compared to ranged attacks (which are generally bows, crossbows, or thrown objects), but in this game non-melee is usually as strong or stronger than melee.

I do like the 1-2-1-2 diagonal movement, mostly because it's much more mathematically accurate. 1 space of diagonal movement is actually 1.4", which would round to 1". 2 spaces of diagonal movement is 2.8", which would round to 3". Basically, since the actual amount of distance from one square to one diagonal to it is much closer to 1.5" than 1" or 2", alternating between 1" and 2" just makes sense.
countrydude82487
Posted: Wednesday, January 2, 2013 3:31:02 PM
Rank: Advanced Bloo Milk Member
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Joined: 12/26/2008
Posts: 1,233
actually for a long time my group has used the 1-2-1-2 diagonal movement because it works out better. in fact when i started playing the game we didnt realize that wasnt the rule.
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