
gourry187 |
1 person marked this as FAQ candidate. |

I did a search and found some information but nothing truly definitive. If a creature has more than 1 form of movement ... how much movement do they get during their standard move action?
example ... a pit fiend has a speed 40 ft., fly 60 ft. (average)
assuming normal terrain (and successful fly checks) ... could a pit fiend move 40 ft on land and then take flight for an additional 60 ft giving it a grand total of 100 ft of movement utilizing only a move action?
I can't find any rules on mixing movement or limiting movement to one type or another and the few threads don't seem to be commented by anyone of significance.

MrCharisma |

Yeah you can't add them together.
I've always played that if the Pit Fiend walked 20 feet (half the distance of their oand speed) then wanted to fly they'd have 30 feet of flight left (half the distance of their fly speed).
This makes the most sense in translating it to a real world equivalent (if there is one), but would be more complicated than vhok's method.

VoodistMonk |

I've always played it as a move speed coincides with a move action.
You can double move, walking your entire land speed, and then flying your entire fly speed.
But you cannot half-move in order to divide your move speeds... because this game doesn't have half-moves. And literally nobody cares which move speed you use for a 5' step.

MrCharisma |

I've always played it as a move speed coincides with a move action.
You can double move, walking your entire land speed, and then flying your entire fly speed.
But you cannot half-move in order to divide your move speeds... because this game doesn't have half-moves. And literally nobody cares which move speed you use for a 5' step.
I'm pretty sure this is wrong. I just got to work though so I can't look it up for a while =P

VoodistMonk |

It never comes up for my table, as none of them have anything other than land speeds. They have a flying carpet for when they don't want to walk.
I probably run the flying carpet wrong, too. As anyone who is on it can take control of it on each of their turns in the same round... potentially allowing the carpet to move three or four times its speed in one round. It's a flying carpet, though, it's supposed to fly... so I let it.
Neither decision has been detrimental to the overall gameplay. I am running Kingmaker, so allowing the party to cover ground via a flying carpet has saved a lot of headache for everyone involved. And the double move thing came up once, a long time ago, with one of the player's previous characters that was Wildshaped into something with flight. Hasn't come up again since.

Matthew Downie |

VoodistMonk wrote:But you cannot half-move in order to divide your move speeds... because this game doesn't have half-moves.I'm pretty sure this is wrong.
I don't think the game states it one way or another. It says, "You can move up to your speed," but not whether you can use two different kinds of speed in one move action or how you would work out the total distance you can travel.

vhok |
MrCharisma wrote:I don't think the game states it one way or another. It says, "You can move up to your speed," but not whether you can use two different kinds of speed in one move action or how you would work out the total distance you can travel.VoodistMonk wrote:But you cannot half-move in order to divide your move speeds... because this game doesn't have half-moves.I'm pretty sure this is wrong.
its not hard just take 5 feet off every movement type you have for every 5 feet you go.

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its not hard just take 5 feet off every movement type you have for every 5 feet you go.
Reductio ad absurdum
Very Old Red Dragon
Speed 40 ft., fly 250 ft. (clumsy)
Fly +11
Fly skill
Turn 180° by spending 10 feet of movement DC 20
So you are saying that a Very old red dragon that normally needs to make a fly check with a 40 chance of failure to turn by 180 degrees and should pay 10' of movement even if it succeeds, can fly NAP, touch the land with its feet and pivot by 180° without paying the movement cost and without making the check?

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Tactical Movement
Tactical movement is used for combat. Characters generally don’t walk during combat, for obvious reasons—they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.
So if you walk your movement speed you have used half of the round and a move action. Based on that we can suppose that flying your flying movement speed you use half of the round and a move action.
The consequence is that moving 1/3 of your move speed (whatever form you use) will use about 1/6 of a round (1 second).The movement is consumed at the same ratio between the different movement speeds.
If you have a land speed of 30 and a fly speed of 60, and you move 10' on land you have spent 1/3 of your move action and can spend 2/3 of it flying (but you have to pay the take-off cost, if appropriate).
That resolves VoodistMonk carpet of flying example, too. Two different characters can each spend a standard action to activate it and a move actions to guide it, but then it has moved for 6 seconds, a full turn. You can't give it other move actions to make it move further.
BTW, if anyone can command the carpet after it is activated, enjoy the willy-nilly barrel rolls in combat when you use it.
if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.

MrCharisma |

vhok wrote:its not hard just take 5 feet off every movement type you have for every 5 feet you go.Reductio ad absurdum
Very Old Red Dragon
Speed 40 ft., fly 250 ft. (clumsy)
Fly +11Fly skill
Turn 180° by spending 10 feet of movement DC 20So you are saying that a Very old red dragon that normally needs to make a fly check with a 40 chance of failure to turn by 180 degrees and should pay 10' of movement even if it succeeds, can fly NAP, touch the land with its feet and pivot by 180° without paying the movement cost and without making the check?
While I generally agree with you, a dragon that chose to use the ground to stabilize wbile making a 180 turn WOULD make it much easier, and so it probably would negate the check. I'd probably rule that it still pays 10 feet of move speed though, because switching direction takes time unless you're a bouncy ball.

vhok |
vhok wrote:its not hard just take 5 feet off every movement type you have for every 5 feet you go.Reductio ad absurdum
Very Old Red Dragon
Speed 40 ft., fly 250 ft. (clumsy)
Fly +11Fly skill
Turn 180° by spending 10 feet of movement DC 20So you are saying that a Very old red dragon that normally needs to make a fly check with a 40 chance of failure to turn by 180 degrees and should pay 10' of movement even if it succeeds, can fly NAP, touch the land with its feet and pivot by 180° without paying the movement cost and without making the check?
i've seen this done in anime too many times. usually some guy sticking his sword into the ground and using it to help slow/pivot. it's too cool to disallow.

Claxon |

You definitely can't move farther than 60ft (as a single move action) if you have a 40ft walk a 60ft fly speed.
Generally on anything I've played (or anyone in my group) that has a fly speed, we find it trivial to just be flying all the time. You can hover as a free action in PF2 assuming you can make the relatively easy check, and most other fly checks are pretty easy. It basically only becomes a problem if there are high winds.
But anyways, if you have a 60ft fly speed it means at most you can fly 60ft as a move action. You definitely don't get to add your different movement speeds together. And I try to avoid splitting the movement into different types because it's not really clear how it works.
If you walk 20 ft (out of 40 max), then maybe being able to fly 30ft (out of 60 max) is what makes sense. Like I said typically we would just assume they're flying the whole time right above the floor to avoid this sort of confusion.