Melee Combat (GAP)

__TOC__
In addition to changes to initiative, the conditions of the Astral alter melee combat in a few ways. Because of the fluidity of movement, weapon reach is relatively unimportant. A cutter with a dagger can duck in to attack a berk with a battle axe, and the axeman can scoot back to swing his weapon. Since there is so much room (in all three dimensions) to maneuver, and movement is a function of thought, such actions are no problem. Only in tight quarters, such as within a structure, should such considerations ever be taken into account.
Overall, melee combat on the Astral usually involves a great deal more movement (since movement is so easy) than on a more terrestrial plane. A typical fight might have one warrior moving in to attack, swinging his weapon, and then quickly backing away. The other combatant may then follow, striking as they both move. An average battle may move hundreds of feet during its course. A longer combat may go farther. This activity can result in warriors losing their comrades (since range of sight is not terribly far). Welltrained astral warriors, such as the githyanki, know never to allow themselves to get too far from their fellows. These same troops will sometimes try to isolate their foes (or perhaps, one particularly important foe) and then converge on the individuals in greater number.
Being a truly three-dimensional battleground, the Astral allows combatants to attack their opponents from usually gains a +1 bonus to his attack rolls (subject to DM approval). If the characters have different orientations altogether - so that each seems to be "above" the other, for example - neither gains a bonus