Movement attacks ( Game mechanics idea)

Here’s one for you DM’s that want to expand the amount of ways your players can attack enemies.

Movement attacks, attacking while on the go/at the end of the go. The goal of this mechanic is too allow ways for players to spend their movement & actions simultaneous, to allow for expanded room for more diverse roleplaying attacks.

Types of movement attacks

Moving Strike: The players attack an enemy in between moving from point a to point b. Attacks that require great accuracy will get disadvantages from doing this (piering type & any sort of non-home range), while all other attacks don’t get disadvantage.

Hit & run: The player starts their turn to move to hit an enemy & then move away after it. This causes the enemy’s reaction to have disadvantage at hitting the player when they move away.

Charge Attack: The player spends their turn running at an enemy & then hitting them at the end of it. This causes the attack to deal more damage once it hits the enemy (Doesn't affect ranged attacks)

Running Shove: The player runs at an enemy, & at the end of the run shoves/shoulder bashes the enemy, causing a small amount of damage & causes the enemy to have to do a dex save or be movemed to a different position.

Moving Trip: While the player is running, they attempt to trip an enemy (making them prone). If the attack hits, the one that is hit must make a dex save. [Please note the player can easily make themselves trip]

Running Throw: Players use their moment to increase the range on their throwing weapons, causes the attack roll to have disadvantage.

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