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Boots of Striding and Springing.......kinda lame
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<blockquote data-quote="The Crimson Binome" data-source="post: 7025750" data-attributes="member: 6775031"><p>The problem with this example is that there's a monster in front of them, preventing them from making a long jump. The movement that you make needs to be in the direction of the jump, and if you're running straight at the monster, then there's no room to make the jump. If it's a ghost or something that you intend to jump <em>through</em>, or a goblin that you want to jump <em>over</em>, then whether you're still carrying your momentum at the end of your movement depends on whether you stood around for four seconds and <em>then</em> moved and attacked while moving, or moved and then <em>stopped</em> and then attacked. Both actions would play out with similar mechanics on your first turn, but one of them sets you up for a jump on the next turn and the other does not.</p><p></p><p>If you have a move speed of 30 feet, then moving 30 feet in a round means that you're literally moving for that whole period of six seconds. That's what it means to move your whole speed in the round. Anything that you do on your next round is something which takes place <em>immediately</em> after moving, because that's the definition of the word.</p><p></p><p>Or to get straight to the point, there's no difference <em>within</em> the game world that could distinguish between moving at the end of your turn or moving at the beginning of your turn, because turns are just an abstraction to facilitate gameplay, and therefore the outcome of your action cannot possibly depend on whether your run-up took place at the end of your last turn or the beginning of this turn. Imposing the turn structure is a way of helping us to resolve time-critical situations, but it doesn't actually <em>change</em> what you are capable of doing.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7025750, member: 6775031"] The problem with this example is that there's a monster in front of them, preventing them from making a long jump. The movement that you make needs to be in the direction of the jump, and if you're running straight at the monster, then there's no room to make the jump. If it's a ghost or something that you intend to jump [I]through[/I], or a goblin that you want to jump [I]over[/I], then whether you're still carrying your momentum at the end of your movement depends on whether you stood around for four seconds and [I]then[/I] moved and attacked while moving, or moved and then [I]stopped[/I] and then attacked. Both actions would play out with similar mechanics on your first turn, but one of them sets you up for a jump on the next turn and the other does not. If you have a move speed of 30 feet, then moving 30 feet in a round means that you're literally moving for that whole period of six seconds. That's what it means to move your whole speed in the round. Anything that you do on your next round is something which takes place [I]immediately[/I] after moving, because that's the definition of the word. Or to get straight to the point, there's no difference [I]within[/I] the game world that could distinguish between moving at the end of your turn or moving at the beginning of your turn, because turns are just an abstraction to facilitate gameplay, and therefore the outcome of your action cannot possibly depend on whether your run-up took place at the end of your last turn or the beginning of this turn. Imposing the turn structure is a way of helping us to resolve time-critical situations, but it doesn't actually [I]change[/I] what you are capable of doing. [/QUOTE]
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