How do I have creatures move in formation?

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Here's the scenario.



A group of 4 adventurers move into a room of 5 highly trained kobolds who employ group tactics. Their main strategy is shield walls with kobold-sized pikes. They try to form up but their initiative rolls are all over the place.



A shield wall works by everyone moving together, your shield protecting not only you but the soldier to either side of you and those behind you. If a soldier moves forward in front of the formation, not only are they exposed but there is a weak point in the formation that the enemy could exploit.



If the initiative is mixed up where 1 kobold takes a turn then 1 adventurer has a turn, then no matter what they do the shield wall will collapse as they won't be able to stay in formation.



How do I advance the shield wall without having gaps if the kobolds' turns are all mixed up?



Can I set movement as a reaction, so that when one moves, the rest follow? Can I have them skip a turn and so they all can move at the same initiative step?










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  • 1




    Which game and version are you playing? There's lots of games out there, and the answer to this depends on which one you use.
    – Erik
    3 hours ago






  • 1




    sorry, new user here. D&D 5e
    – Mike Cosgrove
    3 hours ago














up vote
4
down vote

favorite












Here's the scenario.



A group of 4 adventurers move into a room of 5 highly trained kobolds who employ group tactics. Their main strategy is shield walls with kobold-sized pikes. They try to form up but their initiative rolls are all over the place.



A shield wall works by everyone moving together, your shield protecting not only you but the soldier to either side of you and those behind you. If a soldier moves forward in front of the formation, not only are they exposed but there is a weak point in the formation that the enemy could exploit.



If the initiative is mixed up where 1 kobold takes a turn then 1 adventurer has a turn, then no matter what they do the shield wall will collapse as they won't be able to stay in formation.



How do I advance the shield wall without having gaps if the kobolds' turns are all mixed up?



Can I set movement as a reaction, so that when one moves, the rest follow? Can I have them skip a turn and so they all can move at the same initiative step?










share|improve this question









New contributor




Mike Cosgrove is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.















  • 1




    Which game and version are you playing? There's lots of games out there, and the answer to this depends on which one you use.
    – Erik
    3 hours ago






  • 1




    sorry, new user here. D&D 5e
    – Mike Cosgrove
    3 hours ago












up vote
4
down vote

favorite









up vote
4
down vote

favorite











Here's the scenario.



A group of 4 adventurers move into a room of 5 highly trained kobolds who employ group tactics. Their main strategy is shield walls with kobold-sized pikes. They try to form up but their initiative rolls are all over the place.



A shield wall works by everyone moving together, your shield protecting not only you but the soldier to either side of you and those behind you. If a soldier moves forward in front of the formation, not only are they exposed but there is a weak point in the formation that the enemy could exploit.



If the initiative is mixed up where 1 kobold takes a turn then 1 adventurer has a turn, then no matter what they do the shield wall will collapse as they won't be able to stay in formation.



How do I advance the shield wall without having gaps if the kobolds' turns are all mixed up?



Can I set movement as a reaction, so that when one moves, the rest follow? Can I have them skip a turn and so they all can move at the same initiative step?










share|improve this question









New contributor




Mike Cosgrove is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











Here's the scenario.



A group of 4 adventurers move into a room of 5 highly trained kobolds who employ group tactics. Their main strategy is shield walls with kobold-sized pikes. They try to form up but their initiative rolls are all over the place.



A shield wall works by everyone moving together, your shield protecting not only you but the soldier to either side of you and those behind you. If a soldier moves forward in front of the formation, not only are they exposed but there is a weak point in the formation that the enemy could exploit.



If the initiative is mixed up where 1 kobold takes a turn then 1 adventurer has a turn, then no matter what they do the shield wall will collapse as they won't be able to stay in formation.



How do I advance the shield wall without having gaps if the kobolds' turns are all mixed up?



Can I set movement as a reaction, so that when one moves, the rest follow? Can I have them skip a turn and so they all can move at the same initiative step?







dnd-5e movement initiative






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Mike Cosgrove is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











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edited 3 hours ago









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Mike Cosgrove is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






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Check out our Code of Conduct.







  • 1




    Which game and version are you playing? There's lots of games out there, and the answer to this depends on which one you use.
    – Erik
    3 hours ago






  • 1




    sorry, new user here. D&D 5e
    – Mike Cosgrove
    3 hours ago












  • 1




    Which game and version are you playing? There's lots of games out there, and the answer to this depends on which one you use.
    – Erik
    3 hours ago






  • 1




    sorry, new user here. D&D 5e
    – Mike Cosgrove
    3 hours ago







1




1




Which game and version are you playing? There's lots of games out there, and the answer to this depends on which one you use.
– Erik
3 hours ago




Which game and version are you playing? There's lots of games out there, and the answer to this depends on which one you use.
– Erik
3 hours ago




1




1




sorry, new user here. D&D 5e
– Mike Cosgrove
3 hours ago




sorry, new user here. D&D 5e
– Mike Cosgrove
3 hours ago










1 Answer
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up vote
3
down vote













Change the way you roll initiative.



From the PHB:




Initiative



...The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.




This method is easier and involves less bookkeeping than what you're doing, but can also be risky in that the players don't get a chance to react if the monsters focus all their attacks on one person, for example.



Alternatively, have them use the Ready action.



From the PHB:




Ready



Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.



First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”



When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.



When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.




This allows your kobolds to move on their turn if you'd like, and then all of them can take one action (including Dash for movement) on the last one's turn. They would Ready an action such as 'When Dave moves forwards, I will move with him using Dash'.



This prevents them from using other Reactions, though, and they can only do one action in sync.






share|improve this answer








New contributor




Syric is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • 1




    Slight nitpick, the Dash action doesn't actually allow you to move as part of the action, it just increases your movement for that turn. Readying the Dash action wouldn't be a viable option as you can't ready an action and move in the same action.
    – Purple Monkey
    8 mins ago










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1 Answer
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active

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1 Answer
1






active

oldest

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active

oldest

votes






active

oldest

votes








up vote
3
down vote













Change the way you roll initiative.



From the PHB:




Initiative



...The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.




This method is easier and involves less bookkeeping than what you're doing, but can also be risky in that the players don't get a chance to react if the monsters focus all their attacks on one person, for example.



Alternatively, have them use the Ready action.



From the PHB:




Ready



Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.



First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”



When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.



When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.




This allows your kobolds to move on their turn if you'd like, and then all of them can take one action (including Dash for movement) on the last one's turn. They would Ready an action such as 'When Dave moves forwards, I will move with him using Dash'.



This prevents them from using other Reactions, though, and they can only do one action in sync.






share|improve this answer








New contributor




Syric is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • 1




    Slight nitpick, the Dash action doesn't actually allow you to move as part of the action, it just increases your movement for that turn. Readying the Dash action wouldn't be a viable option as you can't ready an action and move in the same action.
    – Purple Monkey
    8 mins ago














up vote
3
down vote













Change the way you roll initiative.



From the PHB:




Initiative



...The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.




This method is easier and involves less bookkeeping than what you're doing, but can also be risky in that the players don't get a chance to react if the monsters focus all their attacks on one person, for example.



Alternatively, have them use the Ready action.



From the PHB:




Ready



Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.



First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”



When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.



When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.




This allows your kobolds to move on their turn if you'd like, and then all of them can take one action (including Dash for movement) on the last one's turn. They would Ready an action such as 'When Dave moves forwards, I will move with him using Dash'.



This prevents them from using other Reactions, though, and they can only do one action in sync.






share|improve this answer








New contributor




Syric is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.













  • 1




    Slight nitpick, the Dash action doesn't actually allow you to move as part of the action, it just increases your movement for that turn. Readying the Dash action wouldn't be a viable option as you can't ready an action and move in the same action.
    – Purple Monkey
    8 mins ago












up vote
3
down vote










up vote
3
down vote









Change the way you roll initiative.



From the PHB:




Initiative



...The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.




This method is easier and involves less bookkeeping than what you're doing, but can also be risky in that the players don't get a chance to react if the monsters focus all their attacks on one person, for example.



Alternatively, have them use the Ready action.



From the PHB:




Ready



Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.



First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”



When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.



When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.




This allows your kobolds to move on their turn if you'd like, and then all of them can take one action (including Dash for movement) on the last one's turn. They would Ready an action such as 'When Dave moves forwards, I will move with him using Dash'.



This prevents them from using other Reactions, though, and they can only do one action in sync.






share|improve this answer








New contributor




Syric is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









Change the way you roll initiative.



From the PHB:




Initiative



...The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.




This method is easier and involves less bookkeeping than what you're doing, but can also be risky in that the players don't get a chance to react if the monsters focus all their attacks on one person, for example.



Alternatively, have them use the Ready action.



From the PHB:




Ready



Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.



First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”



When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.



When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.




This allows your kobolds to move on their turn if you'd like, and then all of them can take one action (including Dash for movement) on the last one's turn. They would Ready an action such as 'When Dave moves forwards, I will move with him using Dash'.



This prevents them from using other Reactions, though, and they can only do one action in sync.







share|improve this answer








New contributor




Syric is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this answer



share|improve this answer






New contributor




Syric is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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answered 33 mins ago









Syric

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Syric is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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Syric is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







  • 1




    Slight nitpick, the Dash action doesn't actually allow you to move as part of the action, it just increases your movement for that turn. Readying the Dash action wouldn't be a viable option as you can't ready an action and move in the same action.
    – Purple Monkey
    8 mins ago












  • 1




    Slight nitpick, the Dash action doesn't actually allow you to move as part of the action, it just increases your movement for that turn. Readying the Dash action wouldn't be a viable option as you can't ready an action and move in the same action.
    – Purple Monkey
    8 mins ago







1




1




Slight nitpick, the Dash action doesn't actually allow you to move as part of the action, it just increases your movement for that turn. Readying the Dash action wouldn't be a viable option as you can't ready an action and move in the same action.
– Purple Monkey
8 mins ago




Slight nitpick, the Dash action doesn't actually allow you to move as part of the action, it just increases your movement for that turn. Readying the Dash action wouldn't be a viable option as you can't ready an action and move in the same action.
– Purple Monkey
8 mins ago










Mike Cosgrove is a new contributor. Be nice, and check out our Code of Conduct.









 

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