Random wrote:Stormcrow wrote:It does not deal with such movement. The particular situation you describe can be handled by a withdrawal maneuver, especially if the doorway is more than 1" distant. Whether a character can take advantage of a tactical terrain feature already within melee range depends on the ruling of the DM; the DMG is silent on this.
Consider this: Three orcs are trying to, rather than slay a fighter outright, press him back until he either topples over a nearby cliff, or has to give them an advantage due to his restricted movement.
Would it be best to rule that the fighter can always easily stand his ground unless his player chooses to withdraw? Then again, orcs aren't exactly weaklings and they do outnumber him.
[In game terms: The orcs want to move the entire melee some short distance over the course of the round. The fighter wants the fighting to stay right where it is. If the DMG doesn't cover this, how would you rule?]
(I see that Axe gave an example, but it's different as it doesn't involve a compulsory movement; i.e., one group pushing another group.)
This is a good question, and really gets to one of the defining elements of 1E: having a DM that knows how to be fare and use his good judgement.
Things that DM might consider (besides conditions)
-The physical size of the guy they orcs are trying to move backwards (is it a 70 pound weakling elf)
-the level of the PC (is this a 15th level fighter 3 orcs are trying to push foward or a 1st level guy on his first real adventure),
-the size and HD of the monster (if this were three ogers rather then three orcs it might be easier for them to push forward and more difficult for the fighter to hold his ground).
-The problem of flanking (does the PC have to go backward to avoid being surrounded, he might choose to be surrounded if the alternative is being knocked over a cliff).
(Note: what you described is more like a combination of pushing foward at the same time as swinging a weapon. If the monsters want to drop their weapons and attack hand to hand you could go to the unarmed table or create something of your own on the spot).
Really the player BTB can only count on knowning a few things will be handeld consistantly by the DM: The to hit tables (PC and monster), the save tables (though they won't always know which save table they are being asked to role on), spells and weapons damage and armor protection. Matters of exact movement and encumbrance are often delt with with "common sense" though the DM can choose to go btb. Then there are things like, climbing a rope, jumping a wide crack, or trying to push someone over a cliff. As a game 1E ROCKS because every situation can be easily adjudicated in seconds by a fare DM (its very fluid without a break in the action), and without that player knowing in advance his exact chances (and lets face it, how often do you get to practise pushing an orc over a cliff in the middle of heated battle...though I'm sure 3E has a special feat for it)

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