| Kor - Orc Scrollkeeper |
I often see DM's making different rulings about what you can and can't do when running. I haven't been able to find many rules about running either. The SRD does indicate: "A character with a Constitution score of 9 or higher can run for a minute without a problem. Generally, a character can run for a minute or two before having to rest for a minute".
Could Pathfinder include some elaboration on the running rules?
Specifically:
- does running have to be in a straight line?
- can a running character change direction? (45 degree turn? 90 degree turn?)
- should constitution score be linked with duration of run time? (The higher your CON, the longer you can run?)
- are any reflex saves/DEX checks required while running (i.e. when making 90 degree turns)?
| dthunder |
Run
You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can’t run across difficult terrain or if you can’t see
where you’re going.
Courtesy Pathfinder Beta, pg 139
| Kor - Orc Scrollkeeper |
Run
You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can’t run across difficult terrain or if you can’t see
where you’re going.Courtesy Pathfinder Beta, pg 139
Well thanks for pointing out what was beneath my nose the whole time. :)
On a side note, perhaps the Run feat should allow at least 1 change of direction. (at least a 45 degree). I guess I'll go post this under the feats section now.
| Quandary |
I feel like it's related to the Charge rule (also straight line) and wanting to make sure that "Run" is distinct from simply a Double Move: There still should be situations calling for Double Moves, and not just to retain DEX bonuses.
I had a thought: Instead of having Run be a Full-Round Action, make it a Move Action also, but one that requires you to take two Move Actions in the same Round. In other words, if you have to round a corner, depending on how far away it is, you can either take a Standard Move (including Turn) and then Run, or Run and then Turn & Standard Move... If that makes sense? Running would still be in a straight line only, but it would be more 'granular' compared to the current rule.
That seems like it would retain the distinction between Double Move & Run, but give more flexibility. Such a scenario would end up giving you ~ x3 movement (if Run = x4). It would also make the Run Feat usable in more scenarios, which would be a good thing IMHO (you could move ~x3.5 in the same scenario w/ Run Feat).
Thoughts?
| dthunder |
Thoughts?
It sounds ok to me, but I'd have to see it in play to know for sure. I've always thought that running could be handled like flight, with a certain amount of movement given up for a turn. Kinda makes sense to me, but it would complicate things for everyone involved. May be something I'll look into for a house-rule, but I don't think it would fit into the rules.
| anthony Valente |
I'm not sure Quandary. I think running is appropriate as a full round action. Move normally, then run as a move action, will be used to flee from opponents while retain dex to AC when its relevant. Plus it would be slightly harder to adjudicate for characters in heavy armor and x3 movement when running.
I don't think I totally like my idea in practice either. I can see abusive players "running" between and around opponents even faster than double moving through them.
It's not bad as is. Just a little odd. It would be interesting to see a little more flexibility... I'm just envisioning the example of football players that you brought up in the post about combat maneuvers as AoOs. (at least I think it was you:) If they always ran in a straight line... well...
What about keeping run as is, but make the run feat more interesting? Like allowing for one turn during running as Kor-Orc Scrollkeeper suggests? I'm liking that idea.
| Kor - Orc Scrollkeeper |