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Basic Movement

dcollins said:
My players would have the option of either 2) or:

4) Allowing them to move 120 ft into the maze, but not exploring while they go.

This latter case would a total-fleeing situation. With a normal move or hustle they would get course features like how many corners they just took, if there were side doors, etc. If they were in "run" mode (say a long dark corridor as they carry a torch), they wouldn't even get that -- they get to barrel ahead and wouldn't know how far they travelled or what exactly they had passed. If any monsters ambush them, they have to be flat-footed.
All I can say is that you must assume that every character in your game is flat-out retarded.

I mean I wouldn't draw them a map, but what you're suggesting seems to be that people run with their eyes closed.

Or - in the case of the flight spell - move at a sedate pace with their eyes closed.

Are you making the rulings based on the actual speed of the character? Or what sort of action they're taking?
 

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Saeviomagy said:
You mean it really takes your characters an entire 3 seconds to notice a monster standing in the middle of the room?

Sure. They certainly don't get the opportunity to Move and Attack a monster in an area that they didn't even know existed when their turn began.

Saeviomagy said:
All I can say is that you must assume that every character in your game is flat-out retarded... I mean I wouldn't draw them a map, but what you're suggesting seems to be that people run with their eyes closed.

Read a psychology article about what bad short-term memories people have under a stressful circumstance, like a fight or a burglary. I'm also using the more fully fleshed-out AD&D rules as a guide. Per 1st Ed. DMG, p. 68: "Mapping During Flight: No mapping is ever possible. Give no distance measures in moving the pursued. Give no compass directions either!"
 
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