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Moving while blind
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<blockquote data-quote="clearstream" data-source="post: 7124994" data-attributes="member: 71699"><p>I feel like one advantage of rules is that they relieve burden on the DM and improve consistency in play by providing robust, playtested solutions to common situations. Through the game designer's expertise and playtesting, they ensure that their rules interact well with other rules and deal with cases that a DM might not anticipate. Case-by-case adjudication can be good where something happens only rarely or is tremendously variable in nature, so it is not worth the burden of learning more rules to deal with it.</p><p></p><p>In OOTA, fighting under magical darkness is common because of the drow central enemy, and because dark areas are common in the Underdark. The situations do vary, but not tremendously because the cases are essentially tunnels or open, clear or difficult. Therefore I believe this is a perfect case where creating a simple, consistent rule is called for.</p><p></p><p>I currently like two options. The first is as my OP - movement costs 1' more per 1' moved. The second is as suggested by others that there is a chance to stumble. These two options don't interact well because if you stumble and are prone, you can crawl and when you crawl your movement costs 1' more per 1' moved. The problem being the question of whether blind crawling feels right slower than normal crawling, seeing as you are on all fours and can feel the ground. Also, what if you Dash and invoke a situation where you should stumble again?! You can't be more prone than prone.</p><p></p><p>Summarising options</p><p></p><p><strong>1)</strong> <span style="color: #0000CD">While you aren't prone, every foot of movement costs 1 extra foot of speed. Contact with a guide allows you to move normally.</span></p><p></p><p>or</p><p></p><p><strong>2)</strong> <span style="color: #0000CD">If you would move more than 15’, make a Dexterity (Acrobatics) DC 12 check to avoid becoming prone in a square along your path. Contact with a guide prevents you falling prone this way.</span></p><p></p><p>or </p><p></p><p><strong>3)</strong> <span style="color: #0000cd">While you aren’t prone, every foot of movement costs 1 extra foot of speed and if you would move more than 15’ make a Dexterity (Acrobatics) DC 12 check to avoid becoming prone in a square along your path. Contact with a guide allows you to move normally and prevents you becoming prone this way.</span></p><p></p><p>Players could respond to this by crawling, which feels reasonable. Right? They feel their way along the ground.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7124994, member: 71699"] I feel like one advantage of rules is that they relieve burden on the DM and improve consistency in play by providing robust, playtested solutions to common situations. Through the game designer's expertise and playtesting, they ensure that their rules interact well with other rules and deal with cases that a DM might not anticipate. Case-by-case adjudication can be good where something happens only rarely or is tremendously variable in nature, so it is not worth the burden of learning more rules to deal with it. In OOTA, fighting under magical darkness is common because of the drow central enemy, and because dark areas are common in the Underdark. The situations do vary, but not tremendously because the cases are essentially tunnels or open, clear or difficult. Therefore I believe this is a perfect case where creating a simple, consistent rule is called for. I currently like two options. The first is as my OP - movement costs 1' more per 1' moved. The second is as suggested by others that there is a chance to stumble. These two options don't interact well because if you stumble and are prone, you can crawl and when you crawl your movement costs 1' more per 1' moved. The problem being the question of whether blind crawling feels right slower than normal crawling, seeing as you are on all fours and can feel the ground. Also, what if you Dash and invoke a situation where you should stumble again?! You can't be more prone than prone. Summarising options [B]1)[/B] [COLOR=#0000CD]While you aren't prone, every foot of movement costs 1 extra foot of speed. Contact with a guide allows you to move normally.[/COLOR] or [B]2)[/B] [COLOR=#0000CD]If you would move more than 15’, make a Dexterity (Acrobatics) DC 12 check to avoid becoming prone in a square along your path. Contact with a guide prevents you falling prone this way.[/COLOR] or [B]3)[/B] [COLOR=#0000cd]While you aren’t prone, every foot of movement costs 1 extra foot of speed and if you would move more than 15’ make a Dexterity (Acrobatics) DC 12 check to avoid becoming prone in a square along your path. Contact with a guide allows you to move normally and prevents you becoming prone this way.[/COLOR] Players could respond to this by crawling, which feels reasonable. Right? They feel their way along the ground. [/QUOTE]
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