I see your point. I've tried to account for your situation by allowing you to defer action points. You could attack the first goblin then defer remaining action points until after you next movement or as many movements as it takes to get next to the goblin. The added Chase button would be there to allow you to choose a new target and automatically choose the shortest path each round until you are within striking distance. You may Repeat this until you are out of action points to defer. You will get all action points back at the beginning of your next original initiative turn weather you have spent all of your action points or not. Flexibility comes in in situations where timing comes in to play. Currently if there isn't someone standing under a bolder that can be dropped by shooting a rope on your combat turn you can't wait for them to walk under it and then fire. During their movement turn they may pass freely under the bolder as long as they don't stop under it at the end of their turn. By segmenting the movement phase and deferring action you could wait for them to pass under and time your shot. I do agree that it could slow things down. That was why I was adding the Evade, which would allow you to pick a place on the map and your character would do its best to avoid being within range of opponents while automatically choosing the shortest path to its goal. Hinder and chase allow you to choose a target and close in on it getting you within striking distance as fast as possible. After choosing one of these simply choosing end turn will cause them to execute these movements until there objective is reached, Of course you may change you movement actions during any movement segment. But I fear it may still slow the game down.
Thanks for your feedback.
Last edited by mountainriver; 16/11/21 05:23 AM.