| FilmGuy |
This is a house rule that my group has been running with since the 3.0 days. It is one of the few house rules that we always use regardless of GM, and it is probably the only house rule we use that I would not want to play with out. It adds a nice tactical option to the game, but since it is a full round action it is definitely not over powered. We've been playing with this for over a decade and never had a balance problem with it.
Let me know what you think. Hopefully someone else will find this useful.
Juke
A juke is between a hustle and a run. The character sacrifices some maneuverability for an increase in speed, but he does not gain not the speed of a straight line run.
As a full round action a character may move three movement increments up to his full speed. Each of these three increments must be straight lines, however the character can change direction between each increment. If the character changes direction before using all his available speed for that increment then the unused movement is lost.
For instance, Hograth the Half-Orc has a speed of 30'. He hears a cry down a corridor that is around a corner from him. Hograth spends his full round to juke toward the source of the cry. He moves 30' to get to a right turn in the corridor. He turns right to find the corridor is a short dog leg - he moves 20' to the left turn in the corridor. After turning left he moves another 30' further down the corridor. The remaining 10' he had from his second movement increment is lost since he was unable to move his full 30' in a straight line.
A character wearing heavy armor or carrying more than a medium load cannot juke.
A character with the Run feat can move in four straight line increments during a juke when wearing light or medium armor and carrying no more than a medium load.