Mal Malenkirk said:
My campaign has reached level 13. I've seen a lot of means to enhance movement. I've also noticed that a lot of players use these means mostly to get wildly out of position and get killed in ridiculous ways because no one can help them! The most absurd was the flying wizard who got snatched by a flying bulette. The speed monster (barbarian or not) who arrives in the hot spot one or two round before the rest of the party is also a classic.
Heh. This reminds me of our barbarian (we're also a 12th-13th level party) who charged 80 feet or so to attack six giant skeletons single-handedly. My jaw dropped after the PC had moved. Better yet, just after that, the druid dropped a
Wall of Fire between us and the skeletons (along with the barbarian) to try and keep them from advancing!
Teamwork, guys. Teamwork.
As for movement, I've found the super-jumping to be useful in many ways. Not only is my rogue able to get in position anywhere and everywhere, but if you combine this with the Tumble skill, it gets really fun:
Normally, moving through an enemy's threatened area is DC15, while moving through the enemy's
actual space is DC25. Sometimes, though, an enemy will be blocking a passage, so you can only go through them. But if you have the boots and a great jump skill (and room to pull off the maneuver,) you can jump
over your enemy, passing through his threatened space (the one above him) rather than through his actual square. Let's you make that tumble DC at 15 rather than 25. Sure, it requires that you make two checks (jump and tumble) instead of one (tumble), but two checks at DC15 are a lot better than one at 25, methinks!