LazarX |
Just remember what works for the goose is sauce for the gander. Plenty of monsters have devasting series of melee attacks. And frequently the only thing that stops the party from one series of them is the requirement that they have to move.
Mike J |
I'm basing this after only one game session at low level that included about 10 encounters, but it seemed just fine when using the Unchained Revised Action Economy. It isn't exactly the same as move + full attack, but it is similar. The action was very mobile and cinematic. It also became very tactical as standing toe to toe with a standard Goblin meant potentially taking 3 attacks from them. Again, not the same, but similar enough to say I expect it would work just fine.
Also, having seen mythic champions do the same thing (move+full attack), it didn't seem "more broken" than the other mythic characters.
ErisAcolyte-Chaos jester |
I like the idea of being able to move and attack, it's faster passed and makes sense in a logical context of a charge. That being said, breaking from an opponant is just as likely to get a sword in your back. Enabling active combat and breakthroughs is good and breaks the trading of one blow with another, but don't forget about tactics used by the enemy. Sheild walls, phalanxes and spear circles are Good defensive tactics, but they all have their weaknesses. and pure skirmishing tactics will only get you so far. The rule 0 is that the game should always try to be enjoyable for both the players and the game master.
Also archers are not completely unviable with the short moves, since a good archer knows that the battle is as much about positioning, morale and the random opertunities opened by the chaos. An arrow can break a battle line, send an message, save a village, bring down a dragon, destoy a city, all most anything in the right time and place. And archers always have other weapons when things get to close quaters. That's why we call them sidearms. They are a defense when your bow is not viable.