
Baelin |
2 people marked this as FAQ candidate. |
I would like to find out whether creatures are allowed to combine different movement types in the same Move Action? Or are they restricted to only one type of movement with each Move Action?
I'm aware that you cannot exceed the maximum speed, but what happens if there are multiple movement types with different speeds?
*********EXAMPLES*******************************************************
(The following assumes an example of a creature that has a base land speed of 30 feet and a base fly speed of 50 feet.)
1) Can this creature walk 30 feet and fly another 20 feet (or vice versa) as part of the same Move Action?
2) Can this creature alternate between the different forms of movement it has during the course of the action? (Example: Fly 15 feet, Land and Turn 90 degrees (so no extra move cost or Fly check required), then fly some more.)
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I can't seem to find any definite answers to this. Would like to know some suggestions on how other GMs handle this.

Quantum Steve |

Guh!
Honestly trying to figure out proportional movement costs is more trouble than it's worth, IMO, I might be inclined to give a flat out NO.
If I did allow it, I would just let the character use whatever movement type he has enough movement left for. e.g. You could walk 30' then fly 20', but if you flew 20' first, you could only walk 10' since you can't walk anymore after you've moved 30'.

Mabven the OP healer |

We generally allow this at our table, although the example of fly/walk is pretty moot, because you can just fly an inch off the ground, and get more movement out of it. But often we do things like walk 10 feet, then climb 5 feet (you can climb at a quarter of your ground speed, so that 5 feet is equivalent to 20 feet walking.) Or walk 10 feet and earth glide 10 feet.

Kybryn |

Guh!
Honestly trying to figure out proportional movement costs is more trouble than it's worth, IMO, I might be inclined to give a flat out NO.
If I did allow it, I would just let the character use whatever movement type he has enough movement left for. e.g. You could walk 30' then fly 20', but if you flew 20' first, you could only walk 10' since you can't walk anymore after you've moved 30'.
Personally I'd rule it a bit different. The idea here is speed, not distance you can go without getting tired (or something like that). Movement would have to be proportionate. That means, walk 15 fly 25, or walk 20 fly 15, rounding down to the nearest 5 feet.

Saint Caleth |

This reminds me of a funny story, where a character of mine was standing on a table, moves 15 feet across it, and because I had to 'jump' down the table (make an acrobatics check) that was 4 feet high, the GM considered it 2 actions and ended my turn after.
Does anyone else remember that advice thread from 3.5 about how to increase you movement speed, with methods appropriate to each level?
It started out with things you could do at level 1: "Falling is a free action: Be Creative".

Quantum Steve |
3 people marked this as FAQ candidate. |

Movement based on you land speed like climbing or swimming at quarter speed, or tumbling at half speed is simple.
The problem arises when you have multiple movement modes with different speeds.
If a creature had a 120' Swim speed and a 5' land speed, could it swim 60' walk 5' over a sand bar and swim another 60' as a move action?

Kybryn |

HangarFlying wrote:That is a good question. I think for sanity reasons, I would probably rule it that (generally) one movement mode per action. So move action is normal movement and standard is fly, for example.What about jumping?
You're blowing my mind.
Nah trick question, acrobatics bruh, standard action.

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HangarFlying wrote:That is a good question. I think for sanity reasons, I would probably rule it that (generally) one movement mode per action. So move action is normal movement and standard is fly, for example.What about jumping?
Well, like I said: generally. That being said, are there any creatures that have "jumping" movement rates? Or is jumping made as part of another mode of movement?

Quantum Steve |

In 3.5, jumping was counted as part of you normal movement.
With a 30' move speed you could walk 10', jump over a 10' pit, and walk 10' more as a move action. If jump couldn't be completed in a single turn, it was completed in the next.
For example if you walked 50' then jumped over a 20' pit, you would move 10', stop, in mid-air, then finish the jump with another move action next round.
I don't remember if this was in the PH or if was Sage Advice.

Baelin |
Blackbloodtroll is correct on that. The Acrobatics, Climb and Fly skills are all used reflexively as part of your current movement and/or in response to a situation.
So you could walk, climb, tumble past opponents, and jump in any combination as part of the same movement up to the limits of your movement speed.
The problem I'm trying to find answers to is what happens when you have other movement types with faster or slower speeds thrown into the mix.

mdt |

When this comes up (and you'd be surprised how often it does at higher level), I generally just figure out the proportions on the fly, and try to keep it sensible.
For example :
Half-Dragon has 50 ft of flight, 30 ft of movement. Half-Dragon flies up 20 ft, grabs onto a ladder, and starts climbing up (too narrow to fly all the way to the top). He flew about half his flight (20 vs 50), so I just give him 15 ft for climbing. Since climbing is 1/4 speed, I would give him 5 ft and be done with movement for the round (15/4 = 4.something).

Foghammer |

Would it not be simpler to use the slowest method of locomotion as the primary for this?
Fly 60, Land 30, Swim 30.
If you fly 50 feet into water or onto the ground as a single move action, that move action ends immediately, because you have already moved further than your swim and land speeds allow.
If you go to flight from land speed, I'd say that the move automatically starts in the air so you'd get the 60 feet. I don't see a need to get a running start; most birds don't.
Flying after swimming 25 feet up to the surface in a body of water would leave you with 5 feet of flight.
Is there any scenario where this would not work?
Regarding the above scenario: The 60' water, 5' sand bar, 60' water wouldn't work; you could swim 55-60' feet up to it, jump over the sand bar, and swim 55-60' on the other side, but that 5' sand bar is still part of the movement at the swim speed. If you swim to the sand bar and try to cross it with a 5' land speed, your move action would end before you actually entered that sand bar's square because it takes a whole 'nother move action to move that 5' feet on land.

Kybryn |

Kybryn wrote:Nah trick question, acrobatics bruh, standard action.Not so much brah.
Acrobatics wrote:Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.
Just googled this, you right meng. This begs the question, is the distance achieved by an acrobatics check deducted from your move action? Let's say I run 25 feet and jump horizontally 10 feet, is it possible? If so how many times may I jump in one round. Riddle me this.

Foghammer |

TOZ wrote:Just googled this, you right meng. This begs the question, is the distance achieved by an acrobatics check deducted from your move action? Let's say I run 25 feet and jump horizontally 10 feet, is it possible? If so how many times may I jump in one round. Riddle me this.Kybryn wrote:Nah trick question, acrobatics bruh, standard action.Not so much brah.
Acrobatics wrote:Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.
You can't move faster than your speed. The movement used while using acrobatics counts towards your total movement.
I've often wondered if it would be a cool house rule to allow using acrobatics to increase your speed (parkour style stuff) or not, though.

Foghammer |

Hardcore bruh! Parcor isn't faster than full speed, it just helps you get through rough terrain faster.
But this is fantasy parkour, brah! Handsprings n' shite!
EDIT: Not for verisimilitude, but to make chase scenes down dark alleyways more intense. I guess using acrobatics to ignore the difficult terrain would work just as well.

Mabven the OP healer |

In 3.5, jumping was counted as part of you normal movement.
With a 30' move speed you could walk 10', jump over a 10' pit, and walk 10' more as a move action. If jump couldn't be completed in a single turn, it was completed in the next.
For example if you walked 50' then jumped over a 20' pit, you would move 10', stop, in mid-air, then finish the jump with another move action next round.
I don't remember if this was in the PH or if was Sage Advice.
Wile E. Coyote would be proud.

Baelin |
Thanks everyone for your feedback. I've decided to go with the following ruling.
_______________________________________________________________
COMBINING DIFFERENT MODES OF MOVEMENT
• During your Move, you can use any combination of available Movement types (Walk, Climb, Fly, Swim, Burrow, Jump) up to the limit of your Movement Pool.
• Your Movement Pool is equal to the speed of the fastest Movement type you have available. [Eg. If you have Speed 30 ft and Fly 60 ft, your Movement Pool is 60 ft]
• Every move you make is deducted from your Movement Pool. However, you must calculate each type of Movement separately.
• Movements made as part of the Acrobatics, Climb, and Swim skills are deducted from your Base Speed. (If a creature is indicated as having only one type of movement in its description, eg aquatic creatures, that is its Base Speed.)
• If you run out of a certain type of Movement, you cannot travel any further that way until your Movement Pool refreshes the next time you take a Move action.
o Example 1: [Speed 50 ft, Fly 30 ft] As a Move action, you can Fly up to 30 ft. If you are flying just off the ground, you can choose to land and walk another 20 ft.
o Example 2: [Speed 30 ft, Climb 10 ft, Swim 20 ft] As a Move action, you can Swim 10 ft towards a ladder and Climb 10 ft up onto the deck of a ship. You will still have enough movement left to walk another 10 ft.
o Example 3: [Speed 30 ft, Fly 60 ft, Swim 30 ft] As a Move action, you Fly 10 ft into a pool of water and swim up to 30 feet down a long underwater tunnel. At the end of the Move, you will have travelled 40 feet (10 by air, 30 underwater). Technically, you have another 20 ft of movement remaining in the Pool but you cannot proceed any further because you've run out of your Swim speed.
o Example 4:[Base 30 ft] You are trying to scale 10 ft up a wall onto a ledge and jump towards an open window 5 ft away. Spending a Double Move (which gives you 60 ft of movement in the pool), you make a Climb 10 ft to the top of the ledge at the cost of 40 ft of movement (5 ft x 4) and easily clear the 5 ft Jump to the window which leaves you 15 ft of movement to slip in through the open window.
o Example 5: [Base 30 ft, Fly 10 ft] You are moving through a corridor with pit hole occupying every other square. As a Move action, you can <Walk 5 ft, Fly 5 over a pit and land on the other side, Walk 5 ft, Fly 5 ft over the next hole and walk another 5 ft. You’ve run out of flight though, so you will have to make a Long Jump check over the next few holes. By this point, you will have moved 25 ft so you’re considered to have a running start. Assuming the Acrobatics check comes up as 20, you will be able to Jump another 20 ft across. Unfortunately, your limit is 30 ft so your Move ends as you enter the 6th square. You will remain there suspended mid-air in Jump Limbo. You will continue the rest of your Jump on your turn/action.
____________________________________________________________________
Start W F W F W J Jx Jx Jx
[W = Walk; F = Fly; J = Jump; Jx = Jump Limbo]
____________________________________________________________________
• Note: Every type is movement is distinct to a specific type of environment. Except in very specific circumstances, you cannot Fly through water or Climb through solid stone.
• Dropping is a Free Action. Happy landings.

DMFTodd |

OK, but that's kind of wonky.
If I have a swim speed of 30 and swim 30 feet, my movement would normally be over. By your example 3 though, I can now launch into the air and fly another 30 feet.
Or, by your example 2, I can climb 10 feet and my move should be over. But if there's some water there, I can jump in and swim another 20 feet - I've just taken two move action as one move action. If we change the speed in your example to 50, I can then jump out of the water and run another 20 feet - thus getting 2 and 1/2 movements for one move action. I've climbed a wall, swam across a pool, and sprinted down the street - all at the same speed as if I was just running.
(I'm wondering if this is really such a problem as to need a solution. Your original post made me think that somebody wanted to use their fly speed but was looking for a way around the fly skill.)

Vendis |

OK, but that's kind of wonky.
If I have a swim speed of 30 and swim 30 feet, my movement would normally be over. By your example 3 though, I can now launch into the air and fly another 30 feet.
Or, by your example 2, I can climb 10 feet and my move should be over. But if there's some water there, I can jump in and swim another 20 feet - I've just taken two move action as one move action. If we change the speed in your example to 50, I can then jump out of the water and run another 20 feet - thus getting 2 and 1/2 movements for one move action. I've climbed a wall, swam across a pool, and sprinted down the street - all at the same speed as if I was just running.
(I'm wondering if this is really such a problem as to need a solution. Your original post made me think that somebody wanted to use their fly speed but was looking for a way around the fly skill.)
I don't think you understood what he said. Read it again, and pay attention to the Movement Pool bit, because I think that's where you're getting it wrong.

Kybryn |

I think it's totally off. Your "speed" is only as high as your fastest movement type as long as you're moving at that speed. You have to think of it as "how far can I get in 3 or 6 seconds". If you move at ground speed 30, and fly speed 60, that means you move twice as fast flying in six seconds. That means that you need to calculate it proportionately, not as a maximum speed overall regardless of your method of travel. Just because you fly fast, doesn't mean you run fast.
On the same assumptions listed above, here are what I think should be your limitations:
Walk 0 fly 60
Walk 5 fly 50
Walk 10 fly 40
Walk 15 fly 30
Walk 20 fly 20
Walk 25 fly 10
Walk 30 fly 0
If you're double moving, then it's different
Walk 0 fly 120
Walk 5 fly 110
So on and so forth (I'm assuming you move double speed flying when double moving.
In this case, flying is twice as fast as walking, and rough terrain is half as fast as walking (I think), and I don't remember the rules for swimming.

Pirate |

Yar!
*THREAD-NECROMANCY!*
...
I'd like to bring this to light and perhaps get it FAQed (perhaps the first ever bestiary FAQ, as while it's possible for PCs to have multiple speed types, it is significantly more common with monsters).
It also comes up in my games (online and in RL) quite often.
I think it's worth the necro as well, as this thread has some good discussion regarding it.
I'm of the opinion that you can/should be able to combine different movement types in the same move action by figuring out the ratio of different speed values.
For example, if one has a 60' land speed and a 20' climb speed, the ratio is 60:20, simplified to 3:1. So 3' of land speed is equal to 1' of climb speed.
If you're using a 5' grid, it's probably best to round down the last bit of movement. (example: using the above 3:1 land to climb ration, the character moves beside a wall and partway through the single move action smoothly transitions to climbing up the wall (up or along the side, doesn't matter, he's got a climb speed). If he moves 25' on the ground, he can move another 10' on the wall (25' on the ground is equal to 25/3 = 8.33~ ' of climb speed. Cimb speed 20 - 8.33~ = 11.66~ feet of movement left for climbing, rounded down to 10')
So to reiterate the question in an easy to FAQ way... *makes another post with just the question*
...

Snowleopard |

I agree with the percentage explanation. If u use 50% movement while flying succesfully land and then move 50% of your land speed.
Swimming to land or flying is different as you need to get out of the water. In a beach situation I'd allow no action to get out of or in the water, but if there is some kind of embankment getting out of the water would require some kind of acrobatics, or climb check in order to make the transition from water to land.
And check the flying quality. Unless someone has at least above average handling I'd not allow them off the ground unless some running start was completed.
I am not sure if landing forces a fly check, but i would enforce that it would be neccasary to make a fly check in order to land standing up. Otherwise I'd say you'd end up in the prone position after landing, not neccasarily with damage (unless someone failed badly).