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<blockquote data-quote="Nonlethal Force" data-source="post: 2783232" data-attributes="member: 35788"><p>Whew ... that was a tough first combat round post because of all the movement. So - let me explain my rationale in case anyone had a question as to why I did what I did:</p><p></p><p>BTW - if anyone has a lantern lit, those equal to or behind them for 60 feet are allowed to use the run action according to my adjudication. For some reason I confess I forgot who is providing light besides Brother Ray. So, these are assuming Ray is the only light source for the moment.....</p><p></p><p>Ray - I did not allow Ray a run action since his light only extends out 20 feet and when running 20 feet is not alot of distance. Since the PHB says running is only an option when you can see where you are going, I did not allow a run. Instead, I did allow a double move.</p><p></p><p>Cassient - I did allow Cassient to run as long as Brother Ray's light was far enough ahead to give him perspective. However, now that Cassient has caught up with Ray, running will not be an option since the light will only extend 20 feet ahead, and that is not much distance when running. Thus, unless light is farther down the tunnel, Cassient will be limited to a double move as his maximum range.</p><p></p><p>Yavarin - To Skirmish, you must move 10 feet within the current round. However, you may want to alter your round 2 attack given this knowledge and the map in the IC thread. If so, go right ahead and post a new round 2 action. I understand it is a bit difficult to figure things out without a map.</p><p></p><p>Geeo - Geeo was able to run for the first round, but as Ray (the only source of light I am currently aware of) heads down tunnel Geeo will not be allowed to run without some light. (The PHB says running is only allowed if you can see where you are heading.) If I somehow lost Eva's light and her lantern is still lit ... then Geeo can run so long as he can stay within 60 feet of her.</p><p></p><p>Eva - Eva was allowed to run for round one, but will not be able to run again unless a light source is brought near. If Eva's bullseye lantern is lit, the previous sentence is in error and she will will be able to run indefinately (until she would become fatigued, of course). If her lantern is lit, well, let me know. No problems there, I just lost track of her lantern for some reson.</p><p></p><p>Kiera - So long as Kiera can provide 60 foot illumination (or stay within 60 feet of Eva if her lantern is lit) Kiera will be allowed to use the run action.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 2783232, member: 35788"] Whew ... that was a tough first combat round post because of all the movement. So - let me explain my rationale in case anyone had a question as to why I did what I did: BTW - if anyone has a lantern lit, those equal to or behind them for 60 feet are allowed to use the run action according to my adjudication. For some reason I confess I forgot who is providing light besides Brother Ray. So, these are assuming Ray is the only light source for the moment..... Ray - I did not allow Ray a run action since his light only extends out 20 feet and when running 20 feet is not alot of distance. Since the PHB says running is only an option when you can see where you are going, I did not allow a run. Instead, I did allow a double move. Cassient - I did allow Cassient to run as long as Brother Ray's light was far enough ahead to give him perspective. However, now that Cassient has caught up with Ray, running will not be an option since the light will only extend 20 feet ahead, and that is not much distance when running. Thus, unless light is farther down the tunnel, Cassient will be limited to a double move as his maximum range. Yavarin - To Skirmish, you must move 10 feet within the current round. However, you may want to alter your round 2 attack given this knowledge and the map in the IC thread. If so, go right ahead and post a new round 2 action. I understand it is a bit difficult to figure things out without a map. Geeo - Geeo was able to run for the first round, but as Ray (the only source of light I am currently aware of) heads down tunnel Geeo will not be allowed to run without some light. (The PHB says running is only allowed if you can see where you are heading.) If I somehow lost Eva's light and her lantern is still lit ... then Geeo can run so long as he can stay within 60 feet of her. Eva - Eva was allowed to run for round one, but will not be able to run again unless a light source is brought near. If Eva's bullseye lantern is lit, the previous sentence is in error and she will will be able to run indefinately (until she would become fatigued, of course). If her lantern is lit, well, let me know. No problems there, I just lost track of her lantern for some reson. Kiera - So long as Kiera can provide 60 foot illumination (or stay within 60 feet of Eva if her lantern is lit) Kiera will be allowed to use the run action. [/QUOTE]
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