Odd Antimagic Field scenario

UltimaGabe

First Post
Let's say Roger the Rogue just turned 10th level, and bought himself a new, shiny pair of Boots of Striding and Springing. These increase his land speed by 10 feet- and since he's a human, his land speed is now 40 feet (with the extra 10 being considered an Enhancement bonus, as per the Boots' entry in the DMG). Oh, and last level, Roger picked up the Run feat, because he heard some weird prophecy that told him he'd be getting the spiffy new boots soon, and he wanted to take the best advantage of that extra movement.

Assuming Roger is not encumbered and isn't wearing armor heavier than light, when he runs, he moves 200 feet (that is, his base speed of 30 + 10 from the boots, all multiplied by 5, as per the Run feat). Without the boots, however, his run speed is 150 feet.

Let's say in his adventures with Firion the Fighter, Wiza the Wizard, and Clarise the Cleric, they come across a 200-foot corridor, and for some reason the DM decides he's taking them into initiative. (Let's say, uh, there are some enemies after them.) Roger the Rogue goes first, of course (owing that privelege to his high Dexterity and his Improved Initiative feat), and he decides he wants to run all the way down the corridor on his turn, since it's a straight line and it appears to be exactly the amount of movement he can cover in a full run. So he takes his full-round action, forfeiting his Dexterity to his AC for that turn, and runs down the corridor.

However, one thing that Roger didn't realize is that the last 40 feet of the corridor (that is, 160 feet after he began running) was covered with an antimagic field. Once he enters the field, the magic from his boots is gone- as well as that +2 Spell Storing Rapier he just found in the last room- and so his movement is thus reduced, since he's no longer gaining the benefit. But what does that mean? Does he stop instantly? Without the boots, he would have had to stop 10 feet before the field started, and with the boots, he'd normally be able to run all the way to the end of the corridor. Does he just stop as soon as he enters the field, even though he's already partially gained the benefit of the boots? Couldn't he reason that he used up the "extra 50 feet" from the boots at the beginning of his run? One could argue that it doesn't really work that way, and that his overall movement is instead affected by the boots- but in that case, wouldn't that mean he's still got some left, since ALL of his movement was extended, not just the beginning or the end? Or would he have enough momentum to carry him to the end of his movement?

Just wanted a clarification.
 

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There are probably a thousand scenarios beginning with the words "So there's this anti-magic field..." And, in most cases the answer is undefined. In this case, I would rule that Roger merely took 4x 40ft of movement and has 1 x 40ft of movement remaining. However, while in the AMF he gets 1 x 30ft of movement, and I would let him get to 190ft down the corridor.
 

yeah, definately 190'. Just reduce the fraction that he was moving slightly slower. I think that is the best option, and generally very easy to figure out.

Also, with the run feat he wont lose his dex bonus to ac while running ;)

What is even more interesting is that if he had jumped right before the antimagic field the bonuses would still apply even though the magic is suddenly gone, because the magic has already been transfered into something much more 'real'. Fun times right? lol
 

The answer is simple, you actually had a player get the run feat? In that case, give him any break you can...give him the full 200'.

Why, because of Rule 1: Any character who takes the run feat needs DM love:)
 


My PCs Loooooove the run feat.

It is a GREAT feat in a game with Status Quo encounters. It makes the rude awakening that your PC is not the center of the world a touch more survivable.

I kinda feel letting runners keep thier dex bonus is too good. x5 move is plenty for a feat.
 

I would go with the playability argument.

Its a lot easier to just say you can finish your run through the AMF, then to try to use fractions and the like to figure out how much move you have and such. By the same token, if you run out of the AMF, the calculate the max distance without the boots and go with that.
 

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