Can you run in darkness or while blinded?


Rules Questions


2 people marked this as FAQ candidate.

You can remove the "half-speed" by making an Acrobatics check, but does that allow you to run if there are no obstacles in the way, or "fly run?"

Sovereign Court

Yep, that is what the acrobatics check is for. Running is certainly faster then moving half speed.

Of course you'll have next to no idea where your going for the most part without some help and might crash into something.

The Exchange Owner - D20 Hobbies

Here:

Core p442 wrote:
Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can’t run or charge.

Sovereign Court

Really? Because...

Pathfinder Rules Archive wrote:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Doesn't mention anything about can't run or charge there and that should be roughly in the 400's for page number in a book?

Did that get errata'd out?


It isn't in the text for the blinded condition. It's in the Environment section under Darkness.

The Exchange Owner - D20 Hobbies

Morgen wrote:
Did that get errata'd out?

That is page 565, but the part on 442 is still there.

They don't always put everything in every section.

Sovereign Court

Well why in the heck is that particular rule about being blinded in the Darkness section and not listed in the Blinded condition? That is extremely important information.

I don't know about the rest of you but I'm certainly not going to be hunting around the environment section under Darkness when my character or my monsters get blinded.

Now I want to check other sources to see if they don't list that either.

Anyone have the condition card for Blinded to check if it lists the can't run or charge? I'll check my GM screen tonight and see if it lists or omits that as well.

Digital Products Assistant

Removed an unhelpful post.

Sovereign Court

Alright so having checked the GM screen it also doesn't mention anything about not being able to run or charge. So if a player asks at the table I'm at and I look at my conditions table it lacks that

Soooo...is that left over 3.5 OGL stuff? The text before it is obviously different given a lack of acrobatics skill back in that game but that text afterwards is totally word for word the same.

I believe the "Blinded creatures can’t run or charge" line really needs to either be removed from the darkness section or added to the blinded condition. I don't mind it going one way or the other, I'd just like consistency.

What's the method of requesting something like that. Is this a proper time for an FAQ finally? Suppose I'll try that.


Here's a fun one for you...

What happens when you are flying, let’s say a mile off the ground, using the Fly spell… while in darkness? Do you still need to DC 10 acro to move full speed, and if you fail, do you magically teleport to the ground?


What kind of damage does running into a brick wall at full speed do?


VRMH wrote:
What kind of damage does running into a brick wall at full running speed do?

That'd depend on your move speed, I'd imagine.


With feather fall, you move 60 ft/round and it is considered harmless.

30ft speed at x4 run is 120 feet per round, or 20 feet per second, which is the speed you reach after about 2/3rd of a second in a fall, or roughly what speed you are moving after 10ft of a fall.

Lantern Lodge

Oh! Oh! Math on the forums!

One round = 6 seconds.

Feather fall speed = 10ft second

Actual free fall acceleration rate: 9.8 m/s^2

After one round of falling, you are traveling at (9.8 * 6 * 3.28) ~193 ft/s. You would have traveled ~579 ft. So, at 580 ft, you'd take 58d6 worth of damage... but falling damage is limited to 20d6...

In your circumstance,your moving at 20 feet per second, as stated, which is equivalent to falling for ~2 seconds. You will have traveled ~76 feet in that fall. So without an acrobatics check, 7d6 damage, and if you take lethal damage, fall prone with stupidity at running 4x speed in the dark.

The equation used: 1/2 * 9.8mps^2 * time (in seconds) ^2


FrodoOf9Fingers wrote:

Oh! Oh! Math on the forums!

One round = 6 seconds.

Feather fall speed = 10ft second

Actual free fall acceleration rate: 9.8 m/s^2

After one round of falling, you are traveling at (9.8 * 6 * 3.28) ~193 ft/s. You would have traveled ~579 ft. So, at 580 ft, you'd take 58d6 worth of damage... but falling damage is limited to 20d6...

In your circumstance,your moving at 20 feet per second, as stated, which is equivalent to falling for ~2 seconds. You will have traveled ~76 feet in that fall. So without an acrobatics check, 7d6 damage, and if you take lethal damage, fall prone with stupidity at running 4x speed in the dark.

The equation used: 1/2 * 9.8mps^2 * time (in seconds) ^2

How do you get 20ft a second to that being the speed of a 2 second freefall???? And how does 20ft a second get you 76 feet in 2 seconds???

How fast are you going after 1 second of a fall? Find the answer to that, and you'll see where your math got wonky.


I’ll show my work. Hmph. Always hated showing my work.

Falling speed is 9.8 meters per second per second. Or, since we use feet as our game’s standard unit, it can be expressed as 32.15 feet per second per second. I could round to an even 32, since we don’t need precision and make it easier. Though, for game ease, 30 is even easier, and gives very similar results if you prefer using the actual figure instead, but 5’ increments are game terms, so I’ll stick to them.

Now, an object falling from rest will use the following formula to determine speed.
30 ft times (seconds squared). Or 3fs^2.
After a single second. One second. Singular second. The object will be going 30 feet per second. That will be the speed of the object. It will have traveled a distance of 15 feet. As 15 feet per second was the ‘average’ speed of that object over the single second it traveled.

So. An object moving at 20 feet per second is traveling slower than an object that has fallen 15ft.

How much slower? 2/3rds the speed, actually. This will give us a formula to solve. 20=30x^2 Where x will be our equivalent fall time.
Simplified, this is .8 seconds, to reach 20ft/s, with a distance travelled of a little less than 10ft.

Running x4 with a speed of 30ft is equal to the force of a 10ft fall.


OK, so since it says in the CRB (quoted and cited by James to be on page 442) that blinded creatures can't charge or run, then if you're flying, you can't use the "run" action for x3 or x4 movement speed?

The Exchange

Pathfinder Rulebook Subscriber

you can't use the run action with the fly spell iirc.
it only allows you to move, double move , and possibly charge.
if you have a natural mode of flying ( wings usually ), then there's no prohibition, and you can "run" while flying, i think.

The Exchange

Pathfinder Rulebook Subscriber

i usually let fliers avoid the acrobatics check, since they're not tripping and stumbling. but if they go more than half speed while flying, i make them take damage when they hit walls going too fast.

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