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Boots of Striding and Springing.......kinda lame
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<blockquote data-quote="The Crimson Binome" data-source="post: 7027061" data-attributes="member: 6775031"><p>That's weird because it's hard to visualize. Usually, when you are making a melee attack, you're projecting force in the direction of your target. It doesn't make sense to me that you could be moving in a straight line, and maintaining that momentum, while projecting force perpendicular to your movement. In that scenario, it's more likely that you're <em>actually</em> coming to a stop - or at least slowing down - before you make your attack.</p><p></p><p>If you're taking the Dash action, then you're actually <em>dashing</em>. By focusing your effort on <em>just</em> moving, you're able to travel <em>faster</em> than if you try to do other stuff while you're running. Your movement speed is how far you can move during six seconds, while doing other stuff. It's not like Actions take 3 seconds and Movement takes 2 seconds and Reactions and Bonus actions each take half a second; your Movement takes six seconds, and all of the other Actions you perform also take six seconds.</p><p></p><p>For the purpose of mechanical resolution, combat sequence is governed by the turn structure. Within the <em>actual</em> game world, movement is continuous. </p><p></p><p>The rules for jumping are written from a common-sense perspective, using natural language. If you want to make a long jump, then you need a running start. It doesn't matter whether that movement occurred on your previous turn, or your current turn, as long as you have your running start before you make the jump.</p><p></p><p>If it helps, imagine that you have two runners crossing a 60-foot field, followed by a 10-foot crevice at the far end. One of the runners is a dwarf (speed 25), the other is a human (speed 30), and both have Strength 10. By your logic, the dwarf would be able to jump across the crevice on their second turn by dashing 50 feet in the first round and then moving ten feet before jumping; but the human wouldn't be able to make the jump without slowing down or doubling back, since dashing 60 feet on the first round puts them right at the edge of the crevice with no room to build speed. And that outcome doesn't describe a situation that makes sense - the human <em>should</em> be able to make that jump while continuing to run in a straight line.</p><p></p><p>Unless you want to argue rules as physics, that combat rounds <em>aren't</em> an abstraction, and that characters are <em>aware</em> that it's possible to make a long jump after running for 4 or 8 seconds but not after running for 6 seconds.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7027061, member: 6775031"] That's weird because it's hard to visualize. Usually, when you are making a melee attack, you're projecting force in the direction of your target. It doesn't make sense to me that you could be moving in a straight line, and maintaining that momentum, while projecting force perpendicular to your movement. In that scenario, it's more likely that you're [I]actually[/I] coming to a stop - or at least slowing down - before you make your attack. If you're taking the Dash action, then you're actually [I]dashing[/I]. By focusing your effort on [I]just[/I] moving, you're able to travel [I]faster[/I] than if you try to do other stuff while you're running. Your movement speed is how far you can move during six seconds, while doing other stuff. It's not like Actions take 3 seconds and Movement takes 2 seconds and Reactions and Bonus actions each take half a second; your Movement takes six seconds, and all of the other Actions you perform also take six seconds. For the purpose of mechanical resolution, combat sequence is governed by the turn structure. Within the [I]actual[/I] game world, movement is continuous. The rules for jumping are written from a common-sense perspective, using natural language. If you want to make a long jump, then you need a running start. It doesn't matter whether that movement occurred on your previous turn, or your current turn, as long as you have your running start before you make the jump. If it helps, imagine that you have two runners crossing a 60-foot field, followed by a 10-foot crevice at the far end. One of the runners is a dwarf (speed 25), the other is a human (speed 30), and both have Strength 10. By your logic, the dwarf would be able to jump across the crevice on their second turn by dashing 50 feet in the first round and then moving ten feet before jumping; but the human wouldn't be able to make the jump without slowing down or doubling back, since dashing 60 feet on the first round puts them right at the edge of the crevice with no room to build speed. And that outcome doesn't describe a situation that makes sense - the human [I]should[/I] be able to make that jump while continuing to run in a straight line. Unless you want to argue rules as physics, that combat rounds [I]aren't[/I] an abstraction, and that characters are [I]aware[/I] that it's possible to make a long jump after running for 4 or 8 seconds but not after running for 6 seconds. [/QUOTE]
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