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<blockquote data-quote="OB1" data-source="post: 7257817" data-attributes="member: 6796241"><p>Glad you like the name and the idea for cover!</p><p></p><p>I'll admit that the speed thing is a bit clunky. I was trying to think of it in terms of an advantage/disadvantage binary model, but this was the closest I could come up with. I chose 20 and 40 since PC base race speed goes from 25-35, making that the "normal" range and it gives a tremendous amount of flexibility in determining outcome without a lot of extra tracking, speed is central to every one's character sheet so knowing your speed has been halved by one effect and doubled by another doesn't seem like that much work to me. However, in an attempt to simplify this even further, how about the below as an A/DA style rule?</p><p></p><p>Movement Advantage - You can gain advantage to your movement from one of many sources (Haste, Unarmored Movement, ability to ignore difficult terrain, bonus dash ability), if you have it, you can Dash as part of your regular movement</p><p>Movement Disadvantage - You can gain disadvantage to your movement from one of many sources (Prone, Difficult terrain, Encumbered, Slowed), if you have it, you cannot intercept, and if you dash to a far location that is difficult terrain, you lose your action on your next turn</p><p></p><p>Advantages and Disadvantages don't stack, and if you have one of each from any source you move normally.</p></blockquote><p></p>
[QUOTE="OB1, post: 7257817, member: 6796241"] Glad you like the name and the idea for cover! I'll admit that the speed thing is a bit clunky. I was trying to think of it in terms of an advantage/disadvantage binary model, but this was the closest I could come up with. I chose 20 and 40 since PC base race speed goes from 25-35, making that the "normal" range and it gives a tremendous amount of flexibility in determining outcome without a lot of extra tracking, speed is central to every one's character sheet so knowing your speed has been halved by one effect and doubled by another doesn't seem like that much work to me. However, in an attempt to simplify this even further, how about the below as an A/DA style rule? Movement Advantage - You can gain advantage to your movement from one of many sources (Haste, Unarmored Movement, ability to ignore difficult terrain, bonus dash ability), if you have it, you can Dash as part of your regular movement Movement Disadvantage - You can gain disadvantage to your movement from one of many sources (Prone, Difficult terrain, Encumbered, Slowed), if you have it, you cannot intercept, and if you dash to a far location that is difficult terrain, you lose your action on your next turn Advantages and Disadvantages don't stack, and if you have one of each from any source you move normally. [/QUOTE]
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