Difference between revisions of "Movement (stride)"

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''For example'', Marcus rushes to join a fight by expending two AP with a stride of 3, travelling six hexes, then use his last AP to reduce his speed to S-2, reaching his destination eight hexes from his original position.  Marcus would not, however, be able to start at S-1, increase speed to S-4 and then slow to S-2, all in the same turn.
 
''For example'', Marcus rushes to join a fight by expending two AP with a stride of 3, travelling six hexes, then use his last AP to reduce his speed to S-2, reaching his destination eight hexes from his original position.  Marcus would not, however, be able to start at S-1, increase speed to S-4 and then slow to S-2, all in the same turn.
  
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[[File:Sprint Turning.jpg|right|420px]]
 
The character is allowed to '''change their direction''' 60° left or right at the end of each spent AP, without possibility of failure so long as the character is wary, walking or running.  The turn can be made while sprinting, but the character must make a [[Ability Checks|dexterity check]], which indicates the turn is made without fault.  A fail within 4 points of the character's dexterity indicates that the character has moved 1 hex beyond their intended turn hex before the turn is made; the rest of the character's movement is made normally.  However, if the die is 5 points or more above the character's dexterity, the character is forced to continue straight or else elect [[Tumbling|to trip over their own feet]].
 
The character is allowed to '''change their direction''' 60° left or right at the end of each spent AP, without possibility of failure so long as the character is wary, walking or running.  The turn can be made while sprinting, but the character must make a [[Ability Checks|dexterity check]], which indicates the turn is made without fault.  A fail within 4 points of the character's dexterity indicates that the character has moved 1 hex beyond their intended turn hex before the turn is made; the rest of the character's movement is made normally.  However, if the die is 5 points or more above the character's dexterity, the character is forced to continue straight or else elect [[Tumbling|to trip over their own feet]].

Revision as of 18:12, 11 August 2020

Stride Hexes/AP
Wary 1
Walking 2-3
Running 4-5
Sprinting 6-8

Movement describes the action point (AP) cost to travel from one combat hex to another, each hex being 5 feet in diameter. By increasing the character's stride, more distance may be covered in the space of a combat round at the same AP cost. There are four types of stride: wary, walking, running and sprinting; the AP cost for each is shown on the right-hand table. The spread enables the combatant to select a specific speed of movement; for example, if running, the character may use 1 AP to move either 4 hexes per point or 5. Both are counted as "running" for game purposes.

Procedure

Prior to movement, the player announces their stride as "stride-n" or "S-n," with "n" indicating the number of hexes per AP they wish to move. The stride used in the previous turn is not considered. Characters may adjust their stride mid-turn one time.

For example, Marcus rushes to join a fight by expending two AP with a stride of 3, travelling six hexes, then use his last AP to reduce his speed to S-2, reaching his destination eight hexes from his original position. Marcus would not, however, be able to start at S-1, increase speed to S-4 and then slow to S-2, all in the same turn.

The character is allowed to change their direction 60° left or right at the end of each spent AP, without possibility of failure so long as the character is wary, walking or running. The turn can be made while sprinting, but the character must make a dexterity check, which indicates the turn is made without fault. A fail within 4 points of the character's dexterity indicates that the character has moved 1 hex beyond their intended turn hex before the turn is made; the rest of the character's movement is made normally. However, if the die is 5 points or more above the character's dexterity, the character is forced to continue straight or else elect to trip over their own feet.