If you have some ability to fly up to an altitude of 100ft, but come crashing down if you exceed 100ft, and another effect allows you to fly 50ft higher than usual, clearly the meaning is that you do not come crashing down until your altitude exceeds the new ceiling.
Similarly, if a slowed creature has moved 2 or more square, it must stop. Implicitly, this is because it's used up it's movement for that round. In other words, the rule about stopping if you've moved 2 squares by plain logic becomes a rule that forces you to stop after 4 squares if you can move twice your speed.
To argue otherwise is to suggest that the two separate instances of the number '2' are unrelated and not to be conflated in the rules on page 277.
That's not how I read it, and I doubt that's how others do.
If you really want to read the rules to a ridiculously literal level, realize that the rule only requires you to stop if you have already moved 2 or more squares. But what if you're crossing difficult terrain? Apparently you get to move 2 squares regardless of terrain... Or what if you're falling? Whew, lucky you, you stop after falling the first two squares.
In addition to the fact that the rules for slow clearly only stop you after 2 squares since your new speed is 2 (thus clarifying that if you declare 6 squares of movement but are slowed half-way, you new speed kicks in immediately irrespective of your original intent), you'd also be permitted to take a second move action despite the double move rule. The actual rules block on double move does not force you to use it.
Furthermore, it clearly does not consider (and thus does not apply to) interrupted moves. As a general principle, moves in D&D seem to be resolved square-by-square, and it is thus not necessary (nor for that matter possible) to fix in stone your movement more than a square in advance. This is not stated in the rules in such a form, but CS has confirmed it, and assuming the contrary leads to weirdness in the event of interrupted moves due to OA's and readied actions, to say nothing of the many immediate reactions and interrupts.
So you can both resume a stopped move by moving again (see for instance combat superiority) since you are not forced to use the double move action, and further, when slowed you need to stop after moving 2 squares by reason that that is your speed, and thus anything affecting that reason affects the conclusion.
I think the intent is that you can take one move then the next. So in this case, I'd argue that you need not "declare a double move" at the start of your first move action. So yes, I'd let them take the second move of 2.
Mark
-That- is the decision point for the double move.
I've seen nothng in 4e to make declaring whole round's worth of actions required.
If you're moving, a ready can go off any time you've entered a square that entering triggers the ready. The ready is an immediate reaction, so it happens after you enter that square - you're in the square, there's not going to be any re-winding, but you can be suddenly out of movement if you've moved more than your speed.
If you're slowed after moving more than one square, you're done moving. If you're slowed after moving more than 3, you're done with that move, even if you run. But, you're not into 'double move' territory until you actually start that second move.
I'd say the decision point is the moment you move into the first square you couldn't have moved to with a single move.Except that Double Move says to add the speeds together, and then move.
The decision point is before you move, because otherwise you've applied the Double Move out of order - you moved before adding the speeds together.
If you feel the two are unrelated, then that's certainly the way to go. I don't think they are, and further that there's a clear causality: you stop after two squares because your speed. In any case, apparently we agree on the reasoning, but not the premise...Correct. Apparently they are not related. They wanted a fixed point to make you stop, regardless of your speed or movement or speed+bonus from things like run. It's easier to adjudicate that way, and a lot of 4e sides with "easier to adjudicate" over other issues.
Bonuses in general don't apply, so in general your speed+bonuses is simply 2 and you'll stop after 2 squares. In the specific case of double move, however, you're capable of moving more.Even those who disagree with my view in general on this issue seem to agree with the part that you stop after moving 2, regardless of other factors. As far as I am aware, you are the first to say that "stop moving if you have already moved 2 or more squares" means "stop moving if you have already moved [your speed+bonuses] or more squares. "
I think you're losing sight of the forest for the tree's here. What is slow modelling? The rules serve the purposes of consistency, not the other way around. If a creature moves only at a rate of 2 squares per move, of course it needs to stop after two squares. But it's still normal movement and common sense still applies. You stop after 1 square if you're moving over difficult terrain, you don't stop if you're falling, etc... The point of the reminder that you stop once you've moved 2 squares is to make clear that the speed limit applies immediately, not after the current move action. But again, you think the stopping clause is unrelated to the speed limiting clause, whereas I think they're causally related, which explains the essence of our differences, right?I do not find it ridiculous, nor overly literal. I think they made that the rule for ease of play.
Hyp didn't quote rules text, but the flavor text preceding it.Yes, it does. If you make two consecutive moves, you have made (or attempted) a double move. Hyp just quoted that language. It does seem to force you.
I agree that the rules do not explicitly cover the situation.Actually, as I posted in the original post, Customer Service answered with a "huh, good question, we do not know, it's up to your DM until our rules guy decides to make it into a FAQ or Errata or other official item". So yes, it seems the rules folks did not consider it, but it's not at all clear how the situation should be handled (if it were, I think they would have answered the question).
The specific example of combat superiority is simply stated directly in the rules. If you do stop in the middle, of course you lose the benefits of double move - but you can, that's all.I disagree on both points. It says you must use the double move if you do two moves in a row, stopping would by definition eliminate the benefits of a double move (it says so in the double move text - it's why you can bypass some difficult terrain and have the first move "end" in an occupied square, because you do not actually stop), and it is not based on your speed or speed + bonuses (CS already knew of the Run rules interaction and still rules you stop after 2 squares).
I think the point here is that you can 'double move' or just take 2 move actions, and it makes no sense for you to have to decide between one or the other before you've moved at all, or, for that matter, before you've gone as far as you can with that first move, by itself. Sure, the 'double move' action is totalled up, but if it becomes a declared action, it leads to absurdity, where a character loses his standard action because the first part of his movement changes the situation some how. That seems entirely out of line for 4e. The implications of declared actions go beyond the scope of what the 'double move' entry addresses, so I'm unwilling to assume 'double move' is meant to create a de-facto declared action rule in a system that is not suited to such a thing, at all.In fact, all advantages of a double move for terrain and occupying an occupied space all depend on the stated assumption that you do not stop during a double move - and yet you just stopped because of the slow effect.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.