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Pitiful Monk, your speed impresses me not.
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<blockquote data-quote="Uller" data-source="post: 60568" data-attributes="member: 413"><p>So when a flying character's player says "I run" and tries to move his fig 4x his movement in a straight line, you as the DM make him land on the ground and move using his feet and say "You didn't say you use the 'run action' you said 'run' so you are no longer flying"?</p><p></p><p>Seriously...In 3e D&D there are many terms that are defined game mechanics. Running and Speed are two of them. From a rule POV, Run = move at 3x or 4x your speed, draw AoOs and lose your dex bonus to AC. Speed = the distance you can move and still attack, cast a spell or other simple things.</p><p></p><p>"Fleet of foot" as far as I know is not a game term. It is flavor. The PHB lists gods and domains...you don't consider those to be "core rules" do you? If I don't allow dwarves to be clerics of Moradin, am I using house rules, I your opinion?</p><p></p><p></p><p></p><p>Really? What page of what book is the definition of "jetting"?</p><p></p><p>I don't see a problem with that. In fact, that seems to be a pretty useful spell combination. Throw in Haste and now you can really get around.</p><p></p><p>Anyway...leaving that sentence in does not preclude the spell from effecting other modes of movement. It merely describes the spells most common usage: moving on the ground.</p><p></p><p>For me, the biggest question is how do you multiply the Speed. Do you apply the multiplier rules? In otherwords, do you simple double speed and use that as the base(so when you run, it is (2xspeed) x4. Or do you apply the largest and add 1 for each doubling...so running movement rate = speed x (4 + 1) = speed x5.</p><p></p><p>Perhaps this second option would make it more pallitable to KD...</p></blockquote><p></p>
[QUOTE="Uller, post: 60568, member: 413"] So when a flying character's player says "I run" and tries to move his fig 4x his movement in a straight line, you as the DM make him land on the ground and move using his feet and say "You didn't say you use the 'run action' you said 'run' so you are no longer flying"? Seriously...In 3e D&D there are many terms that are defined game mechanics. Running and Speed are two of them. From a rule POV, Run = move at 3x or 4x your speed, draw AoOs and lose your dex bonus to AC. Speed = the distance you can move and still attack, cast a spell or other simple things. "Fleet of foot" as far as I know is not a game term. It is flavor. The PHB lists gods and domains...you don't consider those to be "core rules" do you? If I don't allow dwarves to be clerics of Moradin, am I using house rules, I your opinion? Really? What page of what book is the definition of "jetting"? I don't see a problem with that. In fact, that seems to be a pretty useful spell combination. Throw in Haste and now you can really get around. Anyway...leaving that sentence in does not preclude the spell from effecting other modes of movement. It merely describes the spells most common usage: moving on the ground. For me, the biggest question is how do you multiply the Speed. Do you apply the multiplier rules? In otherwords, do you simple double speed and use that as the base(so when you run, it is (2xspeed) x4. Or do you apply the largest and add 1 for each doubling...so running movement rate = speed x (4 + 1) = speed x5. Perhaps this second option would make it more pallitable to KD... [/QUOTE]
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