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Move, how to increase,modify in ecvery way.
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<blockquote data-quote="Greenfield" data-source="post: 5463758" data-attributes="member: 6669384"><p>The horseshoes don't say "horses only", but they do say Animal.</p><p></p><p>So the answer, of course, is to allow ordinary Boots of Striding and Springing to work/be fashioned for a Centaur.</p><p></p><p>As a note on the original post, I think the Monk's speed is an "enhancement" not an "enchantment", and it's done that way specifically to prevent the supersonic Monk with magic boots.</p><p></p><p>Generally speak, bonuses of the same type don't stack, so Longstrider, Expeditious Retreat, Boots of Striding and Springing and Monk's speed don't stack. All count as Enhancements.</p><p></p><p>Racial modifiers, however, will stack with Enhancements like the spells I just listed. Of course, it's hard to claim multiple Racial modifiers to anything, since you can only be one race at a time.</p><p></p><p>I ran a scene in a game where we were recreating Olympic events. Contestants were under 10th level (it was early in the campaign), and I plotted out who had the big advantage over the cross country distance. No magic items were legal, and spells were supposedly illegal as well. (Of course, what you can cast on yourself during the run is another matter.)</p><p></p><p>To my surprise the Feral Half-Ogre Barbarian (base move of 50) wasn't the clear cut winner. He's hell on wheels in the sprints, but over the long haul a leveled Ranger or Ranger/Barb combo is the winner. Woodland Stride eliminates a lot of rough terrain modifiers, and Longstrider makes up a lot of the base move difference. And the Endurance feat that Rangers get for free really came in handy. And, due to the limitations of actual running under the movement rules, the Run feat played almost no part at all. You can run (x4 move, or x5 with Run) for a minute or two at a time, after which you have to rest. Good for a final kick, but less than useful in the long distance. (Yeah, I know that a high Con can Run far/long enough that the delay from resting is overcome, but the rules say to treat run/walk as a Hustle when looking at overland movement.)</p><p></p><p>The point of that little interlude is this: Asking about tweaked movements is really asking two questions: Battlefield movement, or overland movement? Different situations call for different optimizations.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5463758, member: 6669384"] The horseshoes don't say "horses only", but they do say Animal. So the answer, of course, is to allow ordinary Boots of Striding and Springing to work/be fashioned for a Centaur. As a note on the original post, I think the Monk's speed is an "enhancement" not an "enchantment", and it's done that way specifically to prevent the supersonic Monk with magic boots. Generally speak, bonuses of the same type don't stack, so Longstrider, Expeditious Retreat, Boots of Striding and Springing and Monk's speed don't stack. All count as Enhancements. Racial modifiers, however, will stack with Enhancements like the spells I just listed. Of course, it's hard to claim multiple Racial modifiers to anything, since you can only be one race at a time. I ran a scene in a game where we were recreating Olympic events. Contestants were under 10th level (it was early in the campaign), and I plotted out who had the big advantage over the cross country distance. No magic items were legal, and spells were supposedly illegal as well. (Of course, what you can cast on yourself during the run is another matter.) To my surprise the Feral Half-Ogre Barbarian (base move of 50) wasn't the clear cut winner. He's hell on wheels in the sprints, but over the long haul a leveled Ranger or Ranger/Barb combo is the winner. Woodland Stride eliminates a lot of rough terrain modifiers, and Longstrider makes up a lot of the base move difference. And the Endurance feat that Rangers get for free really came in handy. And, due to the limitations of actual running under the movement rules, the Run feat played almost no part at all. You can run (x4 move, or x5 with Run) for a minute or two at a time, after which you have to rest. Good for a final kick, but less than useful in the long distance. (Yeah, I know that a high Con can Run far/long enough that the delay from resting is overcome, but the rules say to treat run/walk as a Hustle when looking at overland movement.) The point of that little interlude is this: Asking about tweaked movements is really asking two questions: Battlefield movement, or overland movement? Different situations call for different optimizations. [/QUOTE]
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