jodyjohnson
Adventurer
The glossary entry really rubs me the wrong way still.
So far we have the following factors disallowing 5' steps (given the glossary not the specific descriptions):
Difficult terrain (Ice, dense rubble, undergrowth-heavy or light*, rocks, obstacles, snow/sleet/hail, natural stone floor, bog, climbing steep slope)
Blindness/Darkness
Climbing, Swimming without natural movement rate
plus
Exhaustion
Slow
Disabled
Entangled (not anchored)
Moving Silently normally (additional DC to avoid)
Hiding normally (additional DC to avoid)
Tumbling (additional DC to avoid)
Preventing Charge
Difficult terrain (as above) note Ice sheet costs 2/square but a Balance check allows a charge or running
Terrain which requires a balance check to charge or run (uneven flagstone, hewn stone floors)
*
Not a big deal until you get to Plains...
So basically no 5' steps or charging in farm fields, forest, normal plains, most caves (natural stone floor), swamp, water, snow, ice, etc.
Charging on uneven flagstone and rough hewn stone requires a DC10 balance check to charge.
5' steps and charging are left to clear paths, roads, and well constructed floors.
These terrain descriptions actually mention no charging: light/heavy undergrowth, natural stone floors, ice sheet (if fail a Balance check).
Under the Poor visibility clause causing x2 movement my DM has added Fog as yet another option which prevents Charging and thus also the 5' step.
I wonder why they even put Charge and the 5' step in the game.
So far we have the following factors disallowing 5' steps (given the glossary not the specific descriptions):
Difficult terrain (Ice, dense rubble, undergrowth-heavy or light*, rocks, obstacles, snow/sleet/hail, natural stone floor, bog, climbing steep slope)
Blindness/Darkness
Climbing, Swimming without natural movement rate
plus
Exhaustion
Slow
Disabled
Entangled (not anchored)
Moving Silently normally (additional DC to avoid)
Hiding normally (additional DC to avoid)
Tumbling (additional DC to avoid)
Preventing Charge
Difficult terrain (as above) note Ice sheet costs 2/square but a Balance check allows a charge or running
Terrain which requires a balance check to charge or run (uneven flagstone, hewn stone floors)
*
Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.
Not a big deal until you get to Plains...
Undergrowth: Whether they’re crops or natural vegetation, the tall grasses of the plains function like light undergrowth in a forest. Particularly thick bushes form patches of heavy undergrowth that dot the landscape in grasslands.
So basically no 5' steps or charging in farm fields, forest, normal plains, most caves (natural stone floor), swamp, water, snow, ice, etc.
Charging on uneven flagstone and rough hewn stone requires a DC10 balance check to charge.
5' steps and charging are left to clear paths, roads, and well constructed floors.
These terrain descriptions actually mention no charging: light/heavy undergrowth, natural stone floors, ice sheet (if fail a Balance check).
Under the Poor visibility clause causing x2 movement my DM has added Fog as yet another option which prevents Charging and thus also the 5' step.
I wonder why they even put Charge and the 5' step in the game.
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