Professional Documents
Culture Documents
Dynamic Combat Movement
Dynamic Combat Movement
A
of the narrative during combat on a grid,
while increasing tactical flexibility for Straight Advance
players and the GM alike. These rules apply
to all attacks classified as melee attacks,
including weapons, magic, and unarmed.
Forced Movement
All movement that occurs due to an advance or slip is
counted as forced movement and does not provoke
opportunity attacks, or use any of your movement.
The Advance
When you hit with a melee attack, you may choose to
advance on the attacked opponent, moving them to any
of the three spaces to their immediate rear. When you
choose to advance, you must move to another space,
and the opponent must be within your weapon reach at
the conclusion of all movement.
You cannot advance if this is not possible due to Diagonal Advance
physical obstructions, or other effects that limit your or
your opponent’s movement.
If the opponent dies or is knocked unconscious as
part of your attack, you may step forward as though
you were advancing against a live opponent, moving
their unconcious or dead body as with a normal
advance.
Partially diagonal attacks made at reach can result in
strange alignments where how to define rear spaces
is ambiguous. Treat all diagonal advances the same,
as seen in the two images to the right.
Halt the Advance
If an opponent is one size larger than you, they may
make a STR or DEX save at DC 10 to halt your
advance. You cannot advance on an opponent two or
more sizes larger than you.
An opponent with a shield may make a STR or DEX Partially Diagonal Advance
save at DC 10 to halt your advance.
Familiars
When you cast a spell through a familiar, advance as
per the sizing rules of the caster, rather than your
familiar. Shocking grasp through your spider familiar,
anyone? Partially Diagonal Slip
(Untested, could have large shenanigans potential.)
Flanking
As the flanking rule is optional, we have not included it
in the base rules. However, DCM corrects the strange
checkerboard formations that often occur when using
flanking without DCM, and when used together, creates
fun tactical choices, wherein you and the enemy are
constantly maneuvering in and out of flanking positions,
both purposely and unintentionally.
(Tested, recommended.)