| Post/Author/DateTime | Post |
|---|---|
| Ced66604-02-07, 02:21 AM | Hello, With one of my players, we had a discution about the consequences of running. It is stated in the rules that you loose your dexterity bonus to AC when running. This sounds pretty logical: when you run you cannot avoid projectiles or hits anymore. But, my player was also saying that when you run, you are much more difficult to hit (with a ranged weapon) because you move. How is this translated into rules (if it is) ? Or is this simply ignored for simplicity reasons (or to avoid abusing it) ? Thank you |
| calronmoonflower04-02-07, 02:29 AM | It's not in the rules as far as I know. |
| sciguy9804-02-07, 03:05 AM | it's not in the rules, but I could see some merit in "Running Defensively" where one would move at 3x speed (or 4x with the run feet) and gain a bonus to AC (basically simulating bobbing and weaving motions while running) |
| Thubby04-02-07, 03:09 AM | its not covered by the rules what your talking about is leading the target. i could make an arguement that its basic training to know how to do that (so no bonus) i could also argue its not, or its very hard to do regardless. if you want to, i would call a +2 a reasonable bonus. its not like its you or me shooting the bow, its someone trained, but its still not as easy as shooting a pole. |
| Roivas04-02-07, 03:13 AM | A person in combat is always moving. A person running from combat is moving in a straight line. It would actually be a bit easier for a trained archer to hit a running target rather than someone actively dodging his attacks as they came. You could argue that someone is harder to hit as they gain distance but that is the function of range increments. |
| Kouk04-02-07, 03:23 AM | But, my player was also saying that when you run, you are much more difficult to hit (with a ranged weapon) because you move. Well, considering that most of the time the combatants will "move" at some point during the combat... If we want to start with using logic on this, we can then say it will be easier for archers that are in front of or behind the runner to hit him, as he is just moving straight and no longer able to dodge (dex bonus). The only time it would be a problem is for archers at sufficiently far distances perpendicular to the direction your guy is running. Then again, your guy isn't running erratically, he is moving straight at a fixed rate so it shouldn't be hard to lead him. Also, charging gives you a -2 armor until your next turn, which seems to imply for game turns that moving straight at "something" carries a penalty for armor class but no bonus against ranged weapons. You also have to consider a high level monk, or a character with a crazy boost to movement. If somehow a character has his normal movement equivalent to the run speed of another character, shouldn't he get the same "bonus" against ranged attacks because he is moving the same speed. How about smaller creatures with shorter moves? A halfling running will not move as "fast" as a human assuming the same encumbrance. It is best to just leave it the way it is for game balance. If he wants a boost to armor while moving, suggest he uses total defense, or pick up feats (or items) like arrow snaring. |