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General Tabletop Discussion
*Dungeons & Dragons
Can We Come Up With Better (but still simple) Movement Rules?
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<blockquote data-quote="DND_Reborn" data-source="post: 8155977" data-attributes="member: 6987520"><p>Interesting you should mention this as I was thinking along similar lines.</p><p></p><p>I like the idea from [USER=72555]@NotAYakk[/USER] about others getting advantage on attacking you if you increase your speed or movement. Combing that with my own thoughts and your suggestions:</p><p></p><p><strong><em>Quick Move (part of Dash).</em></strong> Once per turn, you can further increase your movement when taking the Dash action, adding 10 x your Strength (Athletics) modifier to your speed, but until the start of your next turn attacks against you have advantage and you have disadvantage on Dexterity saving throws. You cannot quick move while wearing heavy armor or if you are heavily encumbered.</p><p></p><p>Looking at how some numbers work out I think this works well.</p><p></p><p>Ex. A 7th-level Rogue with STR 12 and Expertise in Athletics would have a +7 modifier for Strength (Athletics), adding 70 feet of movement. With a base speed of 30, and dash adding 30, quick moving would bring the total to 130.</p><p></p><p>Having expertise with max ability would gain +170 feet, for a total of 230 feet of movement, which would be faster than world-records IRL.</p><p></p><p>At high levels with magic, the right build could have movement well in excess of 750 feet, which is crazy to think about, but works for a fantasy game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8155977, member: 6987520"] Interesting you should mention this as I was thinking along similar lines. I like the idea from [USER=72555]@NotAYakk[/USER] about others getting advantage on attacking you if you increase your speed or movement. Combing that with my own thoughts and your suggestions: [B][I]Quick Move (part of Dash).[/I][/B] Once per turn, you can further increase your movement when taking the Dash action, adding 10 x your Strength (Athletics) modifier to your speed, but until the start of your next turn attacks against you have advantage and you have disadvantage on Dexterity saving throws. You cannot quick move while wearing heavy armor or if you are heavily encumbered. Looking at how some numbers work out I think this works well. Ex. A 7th-level Rogue with STR 12 and Expertise in Athletics would have a +7 modifier for Strength (Athletics), adding 70 feet of movement. With a base speed of 30, and dash adding 30, quick moving would bring the total to 130. Having expertise with max ability would gain +170 feet, for a total of 230 feet of movement, which would be faster than world-records IRL. At high levels with magic, the right build could have movement well in excess of 750 feet, which is crazy to think about, but works for a fantasy game. :) [/QUOTE]
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Can We Come Up With Better (but still simple) Movement Rules?
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