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Movement and taking actions

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Brettman42 Posted: 9 Jul 2009 1:34 PM
Can a PC move and attack on the same tick? What are the mechanics?
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Normal, non dash, non jump, movement is a reflexive action that you can take every tick.

Reflexive actions do not interfere with your ability to take any other action.
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Moving is reflexive and doesn't take your action.  So if you have a move rate of 5 yars per tick and you're within 5 yards of range, you can move and attack on that tick.  Some people argue (and it's supported by raw) that if you're on the defensive in that situation you can also move 5 yards reflexively to stay out of range, but I think that ends up for making really tedious combat.
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Brettman42:
Can a PC move and attack on the same tick? What are the mechanics?
Yep, you can definitely move and attack on the same tick. You can move your [Dexterity] yards every Tick, with no penalty to any action rolls, or you can Dash as per the multiple action rules, which will let you move [Dexterity+6] yards every Tick for the duration of the action, but you'll take a -2 penalty to the attack roll, and another -1 DV penalty in addition to the DV penalty for the attack.

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but you'll take a -2 penalty to the attack roll

It'll be -2 if you attack and then dash in one action, or -3 if you dash and then attack. Since it would be the second action in a flurry.
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Does this mean a very fast combatant, say Scourge, who can dash as a reflexive action gets near impossible to hit for meleers, due to constant hit and run attacks/kiting?
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See.  That makes sense and that's what I thought but my gut said no and I don't know why I ever listen to it.

What about those cool anime like moves where the hero is knockbacked several yards away from an opponent and just as he looks up the enemy is already on top of him.  I suppose a player would have to expect, or at least hope that a knockback happens when he declares his stunt.
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Beacon:
Does this mean a very fast combatant, say Scourge, who can dash as areflexive action gets near impossible to hit for meleers, due toconstant hit and run attacks/kiting?
Pretty much.
Say you can move 2 yards more than your opponent.  You stay clear til they're 1 yard away.  On your attack tick you move in one yard, attack, move back the rest.  Now on the same tick they move with you so they're 1 yard away still. On their tick they move their full toward you, you move the same amount back.
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Scarlet Heavens:
Beacon:
Does this mean a very fast combatant, say Scourge, who can dash as areflexive action gets near impossible to hit for meleers, due toconstant hit and run attacks/kiting?
Pretty much.
Say you can move 2 yards more than your opponent.  You stay clear til they're 1 yard away.  On your attack tick you move in one yard, attack, move back the rest.  Now on the same tick they move with you so they're 1 yard away still. On their tick they move their full toward you, you move the same amount back.


That's inevitably a very cheap interpretation of the rules, of course. It also leads to the players getting even more cheap - by abusing Grapple rules to throw someone as a ranged attack at the guy - the big beefy guy, who puts your superspeedy in a headlock. Surprise, now your speed is "-" because you are Inactive, your DDV and PDV have become like unto 0, and the other guys walk up and beat the snot out of you, prison-shank style.

Besides, it's not very Exalted to be chasing someone down, have him flick his sword at you and then dance out of the way simply by virtue of having a Dexterity score one or two higher than yours. That's the purview of Dodge or Melee charms, I'd say.
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Scarlet Heavens:
Pretty much.
Say you can move 2 yards more than your opponent.  You stay clear til they're 1 yard away.  On your attack tick you move in one yard, attack, move back the rest.  Now on the same tick they move with you so they're 1 yard away still. On their tick they move their full toward you, you move the same amount back.


I simply guard until they get within range of me than abort to attack them.
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In the games I ST, I've essentially houseruled movement to be a 1-tick action. Dexerity is already the God stat - no reason to make it even better by handing out practically a free perfect defense against slow meleers

That's my 2 cents anyway.


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Those would be sound tactics on a one on one fight but I don't see it as being effective with multiple opponents as each action lowers DV.
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ShadowDragon8685:
It also leads to the players getting even more cheap
I agree, which is why I don't like the idea of playing it that way.
Sure, you can guard and attack on the same ticks, assuming you have the same action speed.  If they're 4 and you're 5 then you're waiting for 8 ticks for each attack instead.  If you're 3 and they're 6 then you're still going to wait 6 ticks.
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Brettman42:
Those would be sound tactics on a one on one fight but I don't see it as being effective with multiple opponents as each action lowers DV.
Except moving, unless I'm missed that (dashing does, of course).  However, it doesn't matter what your dv is if you're never in range to be hit.
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I think, Scarlet Heavens, you are missing something.
You can only move reflexively once, on a tick in which you act.

You could, to be fair, however, split your action 3 ways, to dash up to someone who is slower than you, attack at -3, then dash back. In their go, they can't dash far enough to reach you.
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