How do I have creatures move in formation?
Clash Royale CLAN TAG#URR8PPP
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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?
dnd-5e movement initiative
New contributor
add a comment |Â
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?
dnd-5e movement initiative
New contributor
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.
â Erik
3 hours ago
1
sorry, new user here. D&D 5e
â Mike Cosgrove
3 hours ago
add a comment |Â
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?
dnd-5e movement initiative
New contributor
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
dnd-5e movement initiative
New contributor
New contributor
edited 3 hours ago
V2Blast
16.6k241106
16.6k241106
New contributor
asked 4 hours ago
Mike Cosgrove
213
213
New contributor
New contributor
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.
â Erik
3 hours ago
1
sorry, new user here. D&D 5e
â Mike Cosgrove
3 hours ago
add a comment |Â
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.
â Erik
3 hours ago
1
sorry, new user here. D&D 5e
â 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.
â 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.
â Erik
3 hours ago
1
1
sorry, new user here. D&D 5e
â Mike Cosgrove
3 hours ago
sorry, new user here. D&D 5e
â Mike Cosgrove
3 hours ago
add a comment |Â
1 Answer
1
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 âÂÂIf the cultist steps on the trapdoor, I'll pull the lever that opens it,â and âÂÂIf the goblin steps next to me, I move away.âÂÂ
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.
New contributor
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.
â Purple Monkey
8 mins ago
add a comment |Â
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
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 âÂÂIf the cultist steps on the trapdoor, I'll pull the lever that opens it,â and âÂÂIf the goblin steps next to me, I move away.âÂÂ
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.
New contributor
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.
â Purple Monkey
8 mins ago
add a comment |Â
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 âÂÂIf the cultist steps on the trapdoor, I'll pull the lever that opens it,â and âÂÂIf the goblin steps next to me, I move away.âÂÂ
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.
New contributor
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.
â Purple Monkey
8 mins ago
add a comment |Â
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 âÂÂIf the cultist steps on the trapdoor, I'll pull the lever that opens it,â and âÂÂIf the goblin steps next to me, I move away.âÂÂ
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.
New contributor
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 âÂÂIf the cultist steps on the trapdoor, I'll pull the lever that opens it,â and âÂÂIf the goblin steps next to me, I move away.âÂÂ
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.
New contributor
New contributor
answered 33 mins ago
Syric
311
311
New contributor
New contributor
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.
â Purple Monkey
8 mins ago
add a comment |Â
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.
â 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.
â 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.
â Purple Monkey
8 mins ago
add a comment |Â
Mike Cosgrove is a new contributor. Be nice, and check out our Code of Conduct.
Mike Cosgrove is a new contributor. Be nice, and check out our Code of Conduct.
Mike Cosgrove is a new contributor. Be nice, and check out our Code of Conduct.
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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.
â Erik
3 hours ago
1
sorry, new user here. D&D 5e
â Mike Cosgrove
3 hours ago