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General Tabletop Discussion
*Dungeons & Dragons
Starter Set: Excerpt 6
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<blockquote data-quote="barasawa" data-source="post: 6320280" data-attributes="member: 44909"><p><strong>Jumping & Flying</strong></p><p></p><p></p><p></p><p><strong>Boots of Striding & Springing:</strong> I'm going to guess that jumping those long distances with magic boots will be treated as an alternate form of movement. I vaguely remember that there was a section on how to handling multiple movement modes. So the jumping is a greater distance than they could normally move. No biggie, after all, if their ground movement was less than 30' it just got magically enhanced too, so saying the magical jumping is beyond their old limit is not a stretch. Besides, if they had a move of 30', and any strength score of 10 or higher, you know, average or better, limiting their jumping to their normal movement totally wipes out the triple jumping. (Assuming the distance is still STRx3 feet.)</p><p></p><p><strong>Potion of Flying</strong>: This is an obvious no instant death when the GM springs an unexpected end of duration on you thing. Your flying potion is sputtering out, and you are losing altitude. Reach the ground with your movement before 1 minute is up, or else you'll fall the remaining altitude and take appropriate falling damage. It's a don't blame the GM for your own stupidity thing. Something kind of needed since the GM is in control of time expenditure, not the players. My advice, don't fly too high if you don't have to.</p><p></p><p>Now obviously, these are just my opinions, and I haven't seen the final version of the rules, so feel free to discuss.</p></blockquote><p></p>
[QUOTE="barasawa, post: 6320280, member: 44909"] [b]Jumping & Flying[/b] [B]Boots of Striding & Springing:[/B] I'm going to guess that jumping those long distances with magic boots will be treated as an alternate form of movement. I vaguely remember that there was a section on how to handling multiple movement modes. So the jumping is a greater distance than they could normally move. No biggie, after all, if their ground movement was less than 30' it just got magically enhanced too, so saying the magical jumping is beyond their old limit is not a stretch. Besides, if they had a move of 30', and any strength score of 10 or higher, you know, average or better, limiting their jumping to their normal movement totally wipes out the triple jumping. (Assuming the distance is still STRx3 feet.) [B]Potion of Flying[/B]: This is an obvious no instant death when the GM springs an unexpected end of duration on you thing. Your flying potion is sputtering out, and you are losing altitude. Reach the ground with your movement before 1 minute is up, or else you'll fall the remaining altitude and take appropriate falling damage. It's a don't blame the GM for your own stupidity thing. Something kind of needed since the GM is in control of time expenditure, not the players. My advice, don't fly too high if you don't have to. Now obviously, these are just my opinions, and I haven't seen the final version of the rules, so feel free to discuss. [/QUOTE]
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Starter Set: Excerpt 6
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