Non-Newtonian movement...

HeinorNY

First Post
I noticed that running is a move action that adds +2 squares to the character's movement.
So if a human uses two move actions on his turn to run, he moves 16 squares (80 ft.)? Compared to 3.5, where a human could run 24 squares (120ft.), that's a lot slower!

Also, when a dwarf with speed 5 runs he gains +2 squares, and when a elf with speed 7 runs he gains the same extra speed?
Worse, when the party is walking through the city, that dwarf needs to run all the time to keep the pace with his elven friend??

Is this right?
 
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Technically, if a dwarf & elf were to be seen together (I dinnae wan' no' foofy pointy'ear hangin' 'rond meh.) when they're walking, their speed is probably comparable. The movement listed is tactical speed, meaning how quick you move around in a fight. Dwarves are stockier & slower (though the dwarf listed is wearing heavy armor, so he's likely as fast as the humans at 6 squares).

The run is also tactical running. Essentially, how quick can I dart up to the enemy? I can move a little quicker and still have some degree of protection, though I do give up combat advantage. I'd assume that all out running speeds will still be comparable in 4e, just not something you can do and still attack.

Ktulu
 

ainatan said:
Worse, when the party is walking through the city, that dwarf needs to run all the time to keep the pace with his elven friend??
Ever go for a walk with a toddler? You slow down to make it easier for them to keep up.

Besides, if we're talking about movement rates measured in squares, we're talking about combat, not local movement within a town.
 

Is this right?

Yep.

Worse, when the party is walking through the city, that dwarf needs to run all the time to keep the pace with his elven friend??

How is this so different from 3.x with the elf at 6 (30ft) and the dwarf at 4 (20ft)? At least they're both quicker and less disproportionate now.
 

ainatan said:
I noticed that running is a move action that adds +2 squares to the character's movement.
So if a human uses two move actions on his turn to run, he moves 16 squares (80 ft.)? Compared to 3.5, where a human could run 24 squares (120ft.), that's a lot slower!

Yes, but you no longer need to a) move in a straight line(the biggie) and b) take it all at once.

With needing to run in a straight line, how often have you ever used it in a game?
 
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The issue was rarely raised, if ever, in my games. I think worrying about what can be considered minor details detracts from the roleplaying element of the game. However, as some of the other posters have already mentioned, the elf could always slow down a bit for the dwarf (which would indeed make for some grand roleplaying opportunities). ;)
 

ainatan said:
I noticed that running is a move action that adds +2 squares to the character's movement.
So if a human uses two move actions on his turn to run, he moves 16 squares (80 ft.)? Compared to 3.5, where a human could run 24 squares (120ft.), that's a lot slower!

Also, when a dwarf with speed 5 runs he gains +2 squares, and when a elf with speed 7 runs he gains the same extra speed?
Worse, when the party is walking through the city, that dwarf needs to run all the time to keep the pace with his elven friend??

Is this right?

If they use an action point for an extra move that turn, they will be moving another 8 squares, for a total of 24 squares. Hence, even two normally equally speedy people will not necessarily have a static chase. If one saved up more action points than the other, then the one with the more action points will move faster.
 

ainatan said:
I noticed that running is a move action that adds +2 squares to the character's movement.
So if a human uses two move actions on his turn to run, he moves 16 squares (80 ft.)? Compared to 3.5, where a human could run 24 squares (120ft.), that's a lot slower!

Also, when a dwarf with speed 5 runs he gains +2 squares, and when a elf with speed 7 runs he gains the same extra speed?
Worse, when the party is walking through the city, that dwarf needs to run all the time to keep the pace with his elven friend??

Is this right?
The basic rules correct, I am not sure if all implications are correct.

Running to keep pace: Doesn't look different from 3E, does it? (20 ft Dwarf, Elf 30 ft). So I guess the Elf has to go slower if he doesn't want the Dwarf to be exhausted from walking the city. ;)

Interesting thing is "Average Speed vs Max Speed". In 3E, your maximum speed was higher (thanks to being 3-5 times your base speed). In 4E, your average speed can be higher, since you run as a move action - which means you can run and attack (or even run and charge) at the same time. And since you don't need to run in a straight line, you can also run and still evade obstacles.

(Another factor not related to he movement speeds per se is that you never need to sacrifice your move action for a full attack.)
 

if running is a move action, wouldn't everyone run all the time? whats the down side? is it like 3.5 were you are flat footed or something similar?
 

Yeah, it seems like they wanted to rip out the ablity of a light armored character to zone a heavy armoured tank.

Keep out of charge range and run range and take the range increment on shots. You'll win or run out of arrows, but the speed 20, x3 run tank can't touch you.

It can still be done, but having a 24 square run sure made it easy to "Nyah, Nyah, Nyah" the tank types when they only had a 12 square run.
 
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