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<blockquote data-quote="clearstream" data-source="post: 7123717" data-attributes="member: 71699"><p>I was thinking of that sort of issue in my initial suggestion that each 1' of movement costs an additional 1'. But then for simplicity, I'd hoped one could instead rely on the catch-all "difficult terrain" rules. The question is how big of a problem is it? Balance-wise, probably a non-issue right? <strong>Ranger </strong>gets buffed. <strong>Mobile </strong>is a bit better. <strong>Freedom of Movement</strong> does what it probably should do. Narratively, I feel like all those things are pretty tolerable. Possibly even a plus. What else interacts with difficult terrain?</p><p></p><p></p><p>Agreed. I decided to drop veering completely per my last post above.</p><p></p><p></p><p>I like this greatly. The way I had it was that tripping happens only with Dash, but it is certainly just as simple to impose a straight forward distance limit. Getting up from prone costs half your speed so the distance limit needs to be 15' or perhaps even 20' (Wood Elves).</p><p></p><p>Slower creatures will be able to move a greater proportion of their movement, but I feel like that isn't really an issue. I'm unsure about the DC. I chose 15 so that it would retain more relevance up through the mid-levels. Why did you pick 12?</p></blockquote><p></p>
[QUOTE="clearstream, post: 7123717, member: 71699"] I was thinking of that sort of issue in my initial suggestion that each 1' of movement costs an additional 1'. But then for simplicity, I'd hoped one could instead rely on the catch-all "difficult terrain" rules. The question is how big of a problem is it? Balance-wise, probably a non-issue right? [B]Ranger [/B]gets buffed. [B]Mobile [/B]is a bit better. [B]Freedom of Movement[/B] does what it probably should do. Narratively, I feel like all those things are pretty tolerable. Possibly even a plus. What else interacts with difficult terrain? Agreed. I decided to drop veering completely per my last post above. I like this greatly. The way I had it was that tripping happens only with Dash, but it is certainly just as simple to impose a straight forward distance limit. Getting up from prone costs half your speed so the distance limit needs to be 15' or perhaps even 20' (Wood Elves). Slower creatures will be able to move a greater proportion of their movement, but I feel like that isn't really an issue. I'm unsure about the DC. I chose 15 so that it would retain more relevance up through the mid-levels. Why did you pick 12? [/QUOTE]
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