King-Panda said:
The boots in question aren't those ones irdeggman: they aren't the ones with 5 charges that allow you to move 20, 40, or 60 feet (these are a standard action to activate). They are the ones that allow you to teleport 20 ft. 5/day (as a move action).
Pg 94 Dimension Stride Boots.
{You can use charges to teleport - 1 for 20 ft, 3 for 40 ft and 5 for 60 ft}
That is the correct item is it not?
Activation: - and standard (command)
The "-" applies to the competance bonus on jump checks which is a continuous effect and requires no activation.
To activate charges requires a command word (and thus a standard action).
Between this and the specification on only bringing objects up to your max load being clearly spelled out - I think you need to read the item description much more clearly before making rules governing them - especially for such uncommon items.
Regarding the pit trap, you get a reflex save to avoid falling into a pit trap. You don't automatically fall into one every time you step onto one. I can see what you are saying, and I like the idea of how you run time in combat, but it doesn't really make any sense to me.
Well traps also have their own "initiative" roll, especially for attacking one and that helps in how things are done.
I understand everyone goes in the same 6 seconds, But it's not really how combat in D&D works out. You'd really have to make everyone take their turns at the same time for it to work out that way. Everyone would have to move their minis (including all the monsters and NPCs) at the exact same time, probably stopping every 5 feet to adjust their angle, which would horribly slow down gameplay. I don't even wanna think about standard actions at the same time.
Which was th point I was trying to make - that movement is not simultaneous and all of your movement is resolved on your turn in the initiative round.
Let's say, outside of combat, a character in the front of marching order randomly takes off ahead of his group, using a move action to move 20 feet down a hallway, and 10 feet around a corner, activating a pit trap. From how I understand what you said, by your rules everyone would get a chance to run up to him and try and catch him before he falls, or if not, he would still get a chance next round (?) to cast feather fall? But if he ran around the same corner, and nothing happened, no one would care as much, and probably wouldn't race ahead with him, therefore changing their actions. You would have to keep the knowledge of what happened to the character around the corner secret from the rest of the group for them to not meta game.
Not technically allowed - since "actions" as in move, standard, etc. do not exist outside of the combat round. That is the other thing that causes "problems" since technically everyone is flat footed until their turn in the initiative order.
Now, lets say the first person in marching order doesn't take off, and is 5 feet away from the person behind him in line. They are marching along, and he steps on a pit trap. I'd give him a reflex save, and the person behind him a dexterity check to try and catch him.
Back to my point about traps having their own spot in the initiative order and being flat footed.
How can a character act if he is flat footed?
Trap went off in "surprise round" character missed his Spot check to notice it so was surprised.
Anyways, I feel bad about arguing with you; your way probably makes more sense than normal, and I'm just not seeing it. Thanks for all the help you've given though, I appreciate it.
It is not really deviating from "normal" since the normal you are infereing doesn't really "exist" per the RAW and is up to DM interpretation to apply in the first place - I am just trying to apply a consistancy across similar situations that allows for the way things work per the rules (like immediate actions).