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My player is squishing everything.
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<blockquote data-quote="irdeggman" data-source="post: 3996110" data-attributes="member: 16285"><p>The entire round is 6 seconds - not any one individual's part of it. Breaking actions into specific "time increments" only leads to further complications in an already (and desinged that way) vague system for comabat.</p><p></p><p></p><p></p><p>At what point in a turn do you resolve a character's movement?</p><p></p><p>By the rules it is all resolved at his point in the initiative round and is not a continuous thing. For example you do not run across the field a square at a time broken down by the duration of the round - you run and move the entire distance on your turn.</p><p></p><p>That is what I was alluding to and using that as a parallel for when to resolve "falling".</p><p></p><p>He teleported (using a standard action - the item specifies it is a standard action to activate by the way).</p><p></p><p>Does he have a move action left?</p><p></p><p>Has he "moved"?</p><p></p><p>Oh wait he "can't" move due to weight - so no moment (of his own) could be applied to his movement at all.</p><p></p><p>The real reason I opt to resolve all of a character's movement on his turn (other than that is pretty much how the rules are laid out) os because of the pit trap, feather fall issue.</p><p></p><p>Surprise round - trap is activated and the character is over an open hole.</p><p></p><p>First round - character starts to fall on his initiative (and is no longer flat-footed so he can cast feather fall to avoid the falling damage.</p><p></p><p>Otherwise a character will always fall in a pit trap and take damage becasue he is flat footed and can't cast an immediate action spell.</p><p></p><p>My way is consistent with the "other" rules regarding resolving movement so I feel comfortable with it.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 3996110, member: 16285"] The entire round is 6 seconds - not any one individual's part of it. Breaking actions into specific "time increments" only leads to further complications in an already (and desinged that way) vague system for comabat. At what point in a turn do you resolve a character's movement? By the rules it is all resolved at his point in the initiative round and is not a continuous thing. For example you do not run across the field a square at a time broken down by the duration of the round - you run and move the entire distance on your turn. That is what I was alluding to and using that as a parallel for when to resolve "falling". He teleported (using a standard action - the item specifies it is a standard action to activate by the way). Does he have a move action left? Has he "moved"? Oh wait he "can't" move due to weight - so no moment (of his own) could be applied to his movement at all. The real reason I opt to resolve all of a character's movement on his turn (other than that is pretty much how the rules are laid out) os because of the pit trap, feather fall issue. Surprise round - trap is activated and the character is over an open hole. First round - character starts to fall on his initiative (and is no longer flat-footed so he can cast feather fall to avoid the falling damage. Otherwise a character will always fall in a pit trap and take damage becasue he is flat footed and can't cast an immediate action spell. My way is consistent with the "other" rules regarding resolving movement so I feel comfortable with it. [/QUOTE]
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