Is there any reason the relay for movement should not work?

domino

First Post
Assuming a long enough chain of people, it's possible to get anywhere in one round, yes?

Basically, everyone readys an action to move when they are given the target object or person. The first guy delays until everyone else has readied their actions, and carries the person, and moves his movement. He then passes off the person to the next person, who then moves HIS movement. And we repeat, with a relay.

What if any reason is there for this not to work?
 

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domino said:
What if any reason is there for this not to work?

It's more fun if they all ready bull rushes.

That's how the big companies transport their executives in Iron Heroes, though, since Teleportation Circles aren't really an option.

-Hyp.
 




Which would be what, a bunch of ponies next to each other, that you mount on one side, dismount on the other, ad naseum as free actions?
 

domino said:
Which would be what, a bunch of ponies next to each other, that you mount on one side, dismount on the other, ad naseum as free actions?

Doesn't quite work:
SRD said:
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.
(emphasis added)
SRD said:
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.
(emphasis added)

So there are reasonable limits on what you can really do for free, although "reasonable" is undefined (DM call) so you can't do rediculous things like going 1 miles in one round by repeated free action Mount/Dismount rolls (unless your DM is cruel and has you actually roll all the mount/dismount rolls - let's see.... move 5 ft when getting on, move 5 ft when getting off, both require a roll ..... 5,280 feet in one mile .... 1,056 rolls please - and no taking 10 when dealing with combat style actions ... which is an on the spot house rule)
 

But if you can automatically make the DC 20 check, it SHOULD be possible.

After all, as long as all you're doing is mounting and dismounting, you'll never use your move action.
 

domino said:
What if any reason is there for this not to work?

My DMG says this under "Combat: Keeping Things Moving: Simultaneity" (3.0 DMG p. 62):

Sometimes, it's important for you to impose ad hoc simultaneity.

This seems like a perfect case-study in the importance of that principle. DM says "No, by the time the 1st person completes their move, there is no time left in the round for anything else." See example in that section for more.

Also see also "Combat: Movement" where it says "Although there's no way to avoid representing movement in a start-stop-start-stop fashion, try to keep in mind -- and try to stress to the players -- that actually all movement throughout an encounter is fluid and continuous". That is, if everyone in a chain moves, it's actually all happening at the same time, and likely none of them are ever really in contact.
 
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domino said:
But if you can automatically make the DC 20 check, it SHOULD be possible.
<Nice DM Hat>
The rules clearly state that there are reasonable limits on what can really be done for free in a round. Reasonable is undefined, so it is up to the DM to adjucate. You wouldn't be able to move that far in that short a time at your full run speed, so you reasonably couldn't traverse the distance (without magic) by doing something more complex (mount/dismount).

<Mean DM Hat>
Just because you can't fail the roll even on a natural 1 doesn't mean you don't have to roll. 1,056 DC 20 ride checks for the first mile, please. If you won't bother to roll the dice that much, your character doesn't bother with that much mounting/dismounting, either. Also, 528 handle animal checks to convince the ponies to stay in formation. Each one is a move-equivalent action.
 
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