Difference between revisions of "Expanded Movement Options (3.5e Variant Rule)"
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'''Retreat''' | '''Retreat''' | ||
− | : As an immediate action, you may move up to your base speed and gain a +10 bonus to initiative on your next turn. For one round you may not take any standard or full-round action apart from the Withdraw or Run action, and take a -2 penalty to saves and AC. The first 5' of movement from the use of this ability | + | : As an immediate action, you may move up to your base speed and gain a +10 bonus to initiative on your next turn. For one round you may not take any standard or full-round action apart from the Withdraw or Run action, and take a -2 penalty to saves and AC. The first 5' of movement from the use of this ability does not provoke an attack of opportunity. If you use this ability in the middle of a creature's turn, it goes off after their turn is over. |
'''Shift''' | '''Shift''' |
Latest revision as of 16:34, 6 June 2013
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Expanded Movement Options[edit]
The inability to retreat, and the way 5' steps make tactical movement redundant at times are both problems that face D&D. With this variant, we fix both of these problems.
Mechanics[edit]
With the use of this variant, remove the 5' step action from the game. Instead, replace it with the actions:
Retreat
- As an immediate action, you may move up to your base speed and gain a +10 bonus to initiative on your next turn. For one round you may not take any standard or full-round action apart from the Withdraw or Run action, and take a -2 penalty to saves and AC. The first 5' of movement from the use of this ability does not provoke an attack of opportunity. If you use this ability in the middle of a creature's turn, it goes off after their turn is over.
Shift
- Move 5' as a move action. This movement provokes no attack of opportunity.
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Facts about "Expanded Movement Options (3.5e Variant Rule)"
Author | Ghostwheel + |
Identifier | 3.5e Variant Rule + |
Rating | Undiscussed + |
Title | Expanded Movement Options + |