The run action and 'seeing where you're going' query


Rules Questions


Hello there.

I have a Tiefling operative, and one of the fun things he has is an insane Move Speed. Jet Dash, Operative tricks that increase move speed and Indirect Retreat means that he can outrun some vehicles, which is very fun.

I noticed however, in the wording of the Run action, is says you "can't run if you can't see where you're going".

I take this to mean that you need to be able to see in front of you as you run, as in you can't be Blinded or say, run through darkness without dark vision.

But my GM pointed out they read it in a different way, and that they think it means you need to be able to see your ending destination when you start running.

I'd agree with her if not for the wording of the flavour text for 'Indirect Retreat' which says "you can run through winding corridors..." obviously you'd not be able to see the end of a winding corridor, it winds.

So I was wondering if any of you could tell me how you read the rule?

Do you think it means you need to see the end destination when you start the run action, or that you need to be able to see as you are running, regardless of where you end up?

Thanks so much for any and all answers :D


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Your end destination isn't a fixed point until you get to it. Especially with Indirect Retreat, since you don't need to go in straight lines and can cross difficult terrain.

It doesn't seem like your GM is reading the rule correctly.


1) There is no raw answer

2) Have you ever had trouble running because you couldn't see from one end of the street to the other? I fog as thick as pea soup is just an expression. Common sense should tell you its not a problem.


If you can't see five feet in front of you, I'd probably say no.

But I would definitely let you run around corners with the run action.


Garretmander wrote:
If you can't see five feet in front of you, I'd probably say no.

I might even make it more than 5 feet. Maybe something based on both your movement speed and your dexterity.

((Move speed) / (DEX Mod)) rounded to next highest 5 ft increment.

So a 30 ft move speed and dex mod of 3 means you would have to see at least 10 ft ahead of you in order to run.

A 120 ft move speed and dex mod of 5 means you need to see 25 ft in order to run without risking tripping over stuff.


breithauptclan wrote:
Garretmander wrote:
If you can't see five feet in front of you, I'd probably say no.

I might even make it more than 5 feet. Maybe something based on both your movement speed and your dexterity.

((Move speed) / (DEX Mod)) rounded to next highest 5 ft increment.

So a 30 ft move speed and dex mod of 3 means you would have to see at least 10 ft ahead of you in order to run.

A 120 ft move speed and dex mod of 5 means you need to see 25 ft in order to run without risking tripping over stuff.

Sounds complicated for something that pops up occasionally. I think I'd rule it on the fly and 5' is just the baseline.

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