Can flying creatures use the run action?


Rules Questions


If you're using a flying movement mode, can you use the run action? By RAW, I don't see any mention of it under the flying special movement mode nor under the acrobatics skill description that lists advanced flight options so from a strict rules reading I'd say no. The flight rules only reference using move actions to fly and running is a full action so no.

Obviously the literal reading of "running" invokes the idea of a land speed using legs but, from a game design perspective, it's also a faster movement mode option at the expense of other things (actions, AOO, penalties, etc). Assuming that I didn't miss any rules snippets elsewhere, should it be available as an option under the acrobatics skill as a house rule?


Run wrote:
You can run as a full action. When you run, you can move up to four times your speed in a straight line. You gain the flat-footed condition, and you can’t run if you must cross difficult terrain or can’t see where you’re going. Running provokes attacks of opportunity (see below). You can run for a number of rounds equal to your Constitution score. See Overland Movement for information on long-distance running.

Run only mentions your speed.

But:

Flying wrote:
If you have a fly speed, you can use move actions to fly through the air. A creature with a fly speed has one of three maneuverability classes: clumsy, average, or perfect. Creatures with clumsy maneuverability take a –8 penalty to Acrobatics checks to fly, while those with perfect maneuverability gain a +8 bonus to these checks. Creatures with average maneuverability neither gain a bonus nor take a penalty to Acrobatics checks to fly. While you are flying, at the start of each turn, choose a primary direction for the round (including up or down). You can move your full fly speed in a straight line in that direction without the need for an Acrobatics check, as long as the wind conditions are favorable.

The flight movement rules mentions using move actions to fly, and the run full action is not a move action. The acrobatics rules for flight back this up.

Sczarni

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It is a bit odd when compared to the layout of the other movement types.

Swimming wrote:
You can move your full swim speed while swimming, and you can use the run action while swimming, provided that you swim in a straight line.
Climbing wrote:
You can move your full climb speed when you use the move action while climbing, but you cannot run.

The section on Swimming tells us we can run, the section on Climbing tells us we cannot, and the section on Flying is silent.

I'm glad Pathfinder 2 is a bit more consistent with its wording. Maybe Starfinder 2 will be as well.


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Garretmander wrote:
Run wrote:
You can run as a full action. When you run, you can move up to four times your speed in a straight line. You gain the flat-footed condition, and you can’t run if you must cross difficult terrain or can’t see where you’re going. Running provokes attacks of opportunity (see below). You can run for a number of rounds equal to your Constitution score. See Overland Movement for information on long-distance running.

Run only mentions your speed.

But:

Flying wrote:
If you have a fly speed, you can use move actions to fly through the air. A creature with a fly speed has one of three maneuverability classes: clumsy, average, or perfect. Creatures with clumsy maneuverability take a –8 penalty to Acrobatics checks to fly, while those with perfect maneuverability gain a +8 bonus to these checks. Creatures with average maneuverability neither gain a bonus nor take a penalty to Acrobatics checks to fly. While you are flying, at the start of each turn, choose a primary direction for the round (including up or down). You can move your full fly speed in a straight line in that direction without the need for an Acrobatics check, as long as the wind conditions are favorable.
The flight movement rules mentions using move actions to fly, and the run full action is not a move action. The acrobatics rules for flight back this up.

I concur, all of the relevant data points to this conclusion.

I'm my games..
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Nefreet wrote:

It is a bit odd when compared to the layout of the other movement types.

Swimming wrote:
You can move your full swim speed while swimming, and you can use the run action while swimming, provided that you swim in a straight line.
Climbing wrote:
You can move your full climb speed when you use the move action while climbing, but you cannot run.

The section on Swimming tells us we can run, the section on Climbing tells us we cannot, and the section on Flying is silent.

I'm glad Pathfinder 2 is a bit more consistent with its wording. Maybe Starfinder 2 will be as well.

LOL, that's some serious Goldilocks and the Three Bears game design there. :) Thanks for letting me know about the others as I had focused on fly specifically in my own search before posting.


Really, the better question is: Can you use a fly speed and a trick attack while flying?


Garretmander wrote:
Really, the better question is: Can you use a fly speed and a trick attack while flying?

I don't see how that's remotely a question

Fly

The basic rules for flight and how to move while flying are found at Movement and Position. Generally, you need to attempt an Acrobatics check while flying only if you attempt a difficult maneuver or are in dangerous wind conditions. Usually, these checks are attempted as part of a move action while flying


BigNorseWolf wrote:
Usually, these checks are attempted as part of a move action while flying

I would allow it personally, but I'm pretty sure that language disallows full actions like trick attack. That depends on whether it's supposed to reference move actions, or actions that include movement.


Garretmander wrote:
BigNorseWolf wrote:
Usually, these checks are attempted as part of a move action while flying
I would allow it personally, but I'm pretty sure that language disallows full actions like trick attack. That depends on whether it's supposed to reference move actions, or actions that include movement.

Except nothing says that you HAVE to use a move action to move in order to fly. Just that that's how its usually done.

And that if you're flying and not moving you need to use a move action to move or a move/swift to hover (depending on your maneuverability)


The rules for run action while flying are a bit vague, and have already been debated out on both sides fairly well. I fall into the camp of only allowing run action for movement types that specifically allow it (swimming seems to be the only one - burrow and climb specifically disallow run action).

I might be convinced to allow it for creatures that have a natural fly speed rather than a fly speed granted through magic or technology. It doesn't make any sense at all that expending more physical exertion would make your jetpack fly you farther. Beating your own wings harder might be able to make you go faster.


BigNorseWolf wrote:

Except nothing says that you HAVE to use a move action to move in order to fly. Just that that's how its usually done.

And that if you're flying and not moving you need to use a move action to move or a move/swift to hover (depending on your maneuverability)

Well...

Flying wrote:
If you have a fly speed, you can use move actions to fly through the air.

And

Acrobatics wrote:
Usually, these checks are attempted as part of a move action while flying

I don't think it's intended to be only move actions, and I think there's enough wiggle room in 'usually', but I also wouldn't argue with a GM who told me 'only when you take a move action to move can you use a fly speed'.


As for trick attack while flying, I would definitely like to be able to make that work. Whether or not there are rules lawyers that can successfully argue that the rules don't allow for it.

But let's see here...

Trick attack say that you can 'move up to your speed' as part of the full action. That is fairly obviously intended to reference the Move Your Speed move action, but doesn't actually reference it by name exactly. It also fairly obviously isn't equivalent to just any old move action since it doesn't make sense to do things like Guarded Step, Redirect an Effect, or Draw a Weapon. (I could probably be persuaded to allow Crawl or Stand Up in place of the movement part of Trick Attack, but that isn't important for this bit of rules lawyering.)

If we substitute the rules for Move Your Speed into that vague wording of Trick Attack, then it would explicitly say that you can fly as part of the Trick Attack action. Or burrow your speed, climb your speed, or swim your speed as well - assuming you have any of those speeds.

That is my argument saying that yes, you can fly your speed as part of a Trick Attack - making any needed acrobatics checks as part of the movement as normal for the Move Your Speed action while flying.


Garretmander wrote:

Acrobatics wrote:
Usually, these checks are attempted as part of a move action while flying

Yes, because most flying reatures aren't operatives. So they usually don't do a trick attack to move, they're usually either hovering or using a move action not to drop out of the air like a rock.

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