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Can We Come Up With Better (but still simple) Movement Rules?
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<blockquote data-quote="toucanbuzz" data-source="post: 8156859" data-attributes="member: 19270"><p>Historically, with theatre of the mind, advanced Movement rules in 5E aren't a big deal. In 3rd, with a push for the grid map, minis market, and minis battles, it was a big deal.</p><p></p><p>Maybe meet in the middle of both systems? </p><p></p><p>D&D 3.5 had rules for variant movement in that the 30' per round was "tactical," reflecting the chaos of combat and not the freedom of an unencumbered, uninterrupted track meet. If you wanted to move x2, it used up your entire round of actions. T<em>hat's roughly an 8m, 48s mile (a jog for most).</em> You're walking, you're sprinting, you're tumbling, you're leaping. That's a tactical movement rate, and D&D preserves that idea with the <em>Dash </em>action.</p><p></p><p>3rd went a step further with <strong>RUN: </strong>x4 movement in <strong>straight line</strong> if no heavy armor, otherwise x3, and can't do this in rough terrain or if you can't see. <em>Roughly, x3 movement is a 5m, 54s mile (solid pace, considering we're talking people wearing full combat attire, swords, money bags, etc.). At x4, that's a near-Olympic style 4m, 24s pace.</em></p><p><em></em></p><p><em><strong>Penalty: </strong></em>no DEX bonus when running, check required if running longer than your CON score. <em>I wish. I also was a track runner and would have loved to maintain an absurd pace for longer than 10 minutes.</em> <em>So, the 3rd edition check probably isn't realistic. </em>If you fail, you can't try again for at least 1 minute. In D&D, the pace is reduced to 3 + CON modifier (Dash), probably more realistic, and if you fail the check, exhaustion. Ouch, you can die running!</p><p></p><p><strong>Summary: </strong>could meet in the middle. Everyone can try to move x3 (heavy armor) or x4 movement as part of their Dash, if they can move in a Straight Line. You can move this way for up to 3+ CON modifier rounds before making a DC10 Athletics check (+1 DC per check), checks made each round. Failure = 1 level exhaustion (any runner exhaustion goes away after a short rest?) Once you cease moving in this way (whether voluntarily or by failing a check), you must wait at least 1 minute before moving this rate again.</p><p></p><p>It won't differentiate (everyone with a CON 12 will act the same), but there's not a good way to make D&D reflect real life when it comes to movement. This offers an idea, off previous editions, to move faster than D&D rules normally permit.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8156859, member: 19270"] Historically, with theatre of the mind, advanced Movement rules in 5E aren't a big deal. In 3rd, with a push for the grid map, minis market, and minis battles, it was a big deal. Maybe meet in the middle of both systems? D&D 3.5 had rules for variant movement in that the 30' per round was "tactical," reflecting the chaos of combat and not the freedom of an unencumbered, uninterrupted track meet. If you wanted to move x2, it used up your entire round of actions. T[I]hat's roughly an 8m, 48s mile (a jog for most).[/I] You're walking, you're sprinting, you're tumbling, you're leaping. That's a tactical movement rate, and D&D preserves that idea with the [I]Dash [/I]action. 3rd went a step further with [B]RUN: [/B]x4 movement in [B]straight line[/B] if no heavy armor, otherwise x3, and can't do this in rough terrain or if you can't see. [I]Roughly, x3 movement is a 5m, 54s mile (solid pace, considering we're talking people wearing full combat attire, swords, money bags, etc.). At x4, that's a near-Olympic style 4m, 24s pace. [B]Penalty: [/B][/I]no DEX bonus when running, check required if running longer than your CON score. [I]I wish. I also was a track runner and would have loved to maintain an absurd pace for longer than 10 minutes.[/I] [I]So, the 3rd edition check probably isn't realistic. [/I]If you fail, you can't try again for at least 1 minute. In D&D, the pace is reduced to 3 + CON modifier (Dash), probably more realistic, and if you fail the check, exhaustion. Ouch, you can die running! [B]Summary: [/B]could meet in the middle. Everyone can try to move x3 (heavy armor) or x4 movement as part of their Dash, if they can move in a Straight Line. You can move this way for up to 3+ CON modifier rounds before making a DC10 Athletics check (+1 DC per check), checks made each round. Failure = 1 level exhaustion (any runner exhaustion goes away after a short rest?) Once you cease moving in this way (whether voluntarily or by failing a check), you must wait at least 1 minute before moving this rate again. It won't differentiate (everyone with a CON 12 will act the same), but there's not a good way to make D&D reflect real life when it comes to movement. This offers an idea, off previous editions, to move faster than D&D rules normally permit. [/QUOTE]
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