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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: 8156090" data-attributes="member: 6987520"><p>Hmm... I'm trying to avoid extra rolling. And there aren't any checks made for movement in the current chases rules IIRC anyway until you start facing exhaustion. The "check" thing is sort of there in that you are using your Strength (Athletics) modifier to increase your speed instead of it just being a set increase.</p><p></p><p>As far as total cover, it is a no-brainer anyway since attacks would fail, either way, so seeking total cover is always a good thing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As far as getting disadvantage on your <em>own</em> attacks, you are already using the dash action as your action, so unless you have a feature which still allows you to attack, you don't get to. As far as those features are concerned, I wouldn't want to penalize them as they are special features, etc. and shouldn't be penalized IMO. I don't think there would be anything wrong if someone wanted to penalize them, I just don't.</p><p></p><p>I was thinking that using Quick Move might cost your reaction to gain the boost to speed (in addition to already taking the Dash action). In which case I would word it thus:</p><p></p><p><strong><em>Quick Move (part of Dash).</em></strong> You can use your reaction to 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>The "once per turn" section is no longer needed since you only get one reaction per round anyway. This also increases the cost for classes like rogues, who can no longer use Uncanny Dodge if using Quick Move. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8156090, member: 6987520"] Hmm... I'm trying to avoid extra rolling. And there aren't any checks made for movement in the current chases rules IIRC anyway until you start facing exhaustion. The "check" thing is sort of there in that you are using your Strength (Athletics) modifier to increase your speed instead of it just being a set increase. As far as total cover, it is a no-brainer anyway since attacks would fail, either way, so seeking total cover is always a good thing. ;) As far as getting disadvantage on your [I]own[/I] attacks, you are already using the dash action as your action, so unless you have a feature which still allows you to attack, you don't get to. As far as those features are concerned, I wouldn't want to penalize them as they are special features, etc. and shouldn't be penalized IMO. I don't think there would be anything wrong if someone wanted to penalize them, I just don't. I was thinking that using Quick Move might cost your reaction to gain the boost to speed (in addition to already taking the Dash action). In which case I would word it thus: [B][I]Quick Move (part of Dash).[/I][/B] You can use your reaction to 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. The "once per turn" section is no longer needed since you only get one reaction per round anyway. This also increases the cost for classes like rogues, who can no longer use Uncanny Dodge if using Quick Move. 🤷♂️ [/QUOTE]
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Can We Come Up With Better (but still simple) Movement Rules?
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