Relay to increase movement in a round

0-hr

Starship Cartographer
So imagine a line of 4 orcs, spaced 30 ft apart. The first one is next to a kobold who very much wants to attack a hero 180ft away this round. With the help of his burly friends, he can do this.

All of these humanoids delay their actions just so the inits aren't an issue.

Orc 1 picks up the kobold (move equiv), moves 30ft and drops him (free) at the feet of the next orc.

That orc does the same (picks up kobold, moves to next orc, drops kobold). Then the next and the next.

After being set down by the last orc, the kobold is now 120ft away from where he started. A simple 60ft charge and he can make his attack; 180ft from where he started.

- - -

So anyway this is obviously stupid, but what in the rules prevents it? Granted a relay of orcs is not very likely, but it could certainly happen that a fighter wants to grab a halfing and run him up to within charging range of the bad guy at some point.

If someone else moves you during their turn, how does that affect how you can move during your turn?
 

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I'd either treat it like having to stand up from prone or allow only a partial action. No real justification for either of those, it just sounds right!

You'd definitely be open to attacks of opportunity when you were being passed along or put down each time anyway.
 


I'd disallow the above just because it's metagaming.

I don't think that *normally* someone moving you should count against your movement for the round, but in the above case I'd just rule that the time taken for the orcs to toss the kobold around took up the entire round.

I'd have no issue with someone moving up next to their friend (using all their movement for the round) and then having their friend push them out of the way of a trap.

Anyway, I can see this going either way, but as I said in the other thread, I don't see only being moved 5ft this way as counting for the benefits of a 5ft adjustment.

IceBear
 

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