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Crossing the Rift
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<blockquote data-quote="the-golem" data-source="post: 5174936" data-attributes="member: 87242"><p>Alright, I re-read the bridge text again, and missed a vital detail. Here is the full text, regarding the bridge. I've updated the skills and damage to reflect the 4E versions.</p><p></p><p></p><p></p><p>Some Notes:</p><p></p><p>*Full Action: In 3E, as we all know, a full-round action took up your whole turn, except for free actions. In 4E, half movement for the fast characters is 3 (7 squares/2 = 3.5, always round down), for the slowest, it's 2 (5/2 = 2.5). I'd like to treat it as a double move, it's basically the same thing, in this case.</p><p></p><p>**One-Quarter movement for everyone would be 1 square. I think this is too slow. It'd take 6 rounds moving 1 square at a time.</p><p></p><p>My judgement is to rule their movement as slowed, which reduces all movement to 2. A double-move allows them to move 4. (As far as I know, the Slow condition doesn't inhibit extra actions. </p><p></p><p>Maybe mechanically give the bridge an "aura" that impedes movement"</p><p>Alternatively, I could treat it as difficult terrain, and use those rules.</p><p></p><p>I don't really want to increase the size of the rift. Anything more than that, and the PCs wouldn't have any way to get across it, assuming the orcs are successful in cutting the bridge down.</p><p></p><p>@Kingreaper, to better answer your question: I was mistaken. I'd thought failure instantly triggered the fall, but instead, as I found out, they'd hafta fail by 5 or more.</p></blockquote><p></p>
[QUOTE="the-golem, post: 5174936, member: 87242"] Alright, I re-read the bridge text again, and missed a vital detail. Here is the full text, regarding the bridge. I've updated the skills and damage to reflect the 4E versions. Some Notes: *Full Action: In 3E, as we all know, a full-round action took up your whole turn, except for free actions. In 4E, half movement for the fast characters is 3 (7 squares/2 = 3.5, always round down), for the slowest, it's 2 (5/2 = 2.5). I'd like to treat it as a double move, it's basically the same thing, in this case. **One-Quarter movement for everyone would be 1 square. I think this is too slow. It'd take 6 rounds moving 1 square at a time. My judgement is to rule their movement as slowed, which reduces all movement to 2. A double-move allows them to move 4. (As far as I know, the Slow condition doesn't inhibit extra actions. Maybe mechanically give the bridge an "aura" that impedes movement" Alternatively, I could treat it as difficult terrain, and use those rules. I don't really want to increase the size of the rift. Anything more than that, and the PCs wouldn't have any way to get across it, assuming the orcs are successful in cutting the bridge down. @Kingreaper, to better answer your question: I was mistaken. I'd thought failure instantly triggered the fall, but instead, as I found out, they'd hafta fail by 5 or more. [/QUOTE]
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