New answers tagged

23

There are two different things happening here: your movement speed being halved, and spending half your movement speed. These work differently, and the order matters. The end result is that the grappler can't move-drag after standing up from prone. Here's how it works: You start with your full movement speed. Let's use 60′ for the sake of example. ...


35

Players Basic Rules, pg 71 Moving Around Other Creatures If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter. and, Players Basic Rules, pg 73 Opportunity Attacks You can make an opportunity attack when a hostile creature that you can see moves out of your ...


16

Fighters can. Action surge means you can use one action to dash, and the other to attack. Using action surge is a feature, and does not require a bonus action. Outside of that feature... Bonus actions aside seems to be a weird stipulation to put on this being that that is pretty much the only way you could both dash and attack. You move on your turn, and ...


7

Leaving aside spells and class features that allow dashing as a bonus action, the Haste spell would allow a character to use the attack action and dash action on the same turn, and a fighter's Action Surge would allow a full attack action and a dash action. A sorcerer could also quicken either Booming Blade or Green Flame Blade to make an attack as a ...


1

you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you. The wolf cannot move through a hostile creature's space so your first option is N/A. The would can jump over the creature if it can clear 5 feet so it is not ...


0

Edit: this answer seems to be wrong (look at the commentaries), I am verifying my sources before editing it again, please don't take it in consideration for now. Running is a full-round action, which means it starts at the beginning of your turn and finishes at the beginning of your next turn. You lose your Dex bonus to AC while you are running, so it lasts ...


2

It lasts until you stop running. The Pathfinder rules in general are explicit. If something is not explicitly written in the rules, it's not the case. You can run as a full-round action. If you do, you do not also get a 5-foot step. When you run, you can move up to four times your speed in a straight line (or three times your speed if you're in heavy ...


0

I think there's two aspects going on here. First, you have the idea of a running battle that you want happening. Sometimes, that's just a matter of inserting it yourself. Have the villains taking Move actions. Have people knocked back a few dozen feet. Have the enemies running behind buildings and cover. Have serving trucks trying to get out of there break ...


4

You may want to re-think your position on "no tactical advantage from moving" in combat. In "real-life" combat, movement often gives some sort of tactical advantage. Removing tactical advantage to movement removes most of the incentive for your players to move. If your desire is to have them move more during combat, you probably need to provide some sort of ...


0

In its core, L5R 4th was marketed as "L5R your way". A lot of the rules are written deliberately in way, that they are open to interpretation. So there is no hard and fast rule for your problem, but there can be taken a case for both ways. 1) if your movement is reduced at any point of your move, then you suffer the full reduction. 2) you only suffer the ...


13

There is a simple house-rule for this that works and adds a bit of flair. Try this: Increasing altitude by 5' reduces movement that turn by 5', and decreasing altitude by 5' increases movement that turn by 5'. No more than half of one's movement can be spent in one turn to go vertical, and when descending movement cannot be more than doubled. What makes ...


25

Movement in any direction costs 1' per 1'. There is no reason within the rules to limit vertical movement. The only modification to 1'=1' is that if you are using 5' squares, diagonal movement does not carry additional cost unless that option is also being used.


4

You Are Limited to Your Fastest Speed Each Round You were on the right track looking at page 190 of the PH, but you didn't read quite far enough. Using Different Speeds Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the ...


5

Maybe The PHB reads: You can break up your movement on your turn, using some of your speed before and after your action. (Page 190) It also reads: If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. (Page 190) In the scenario you mentioned: Move 10 feet ...


19

While the rules don't specifically state that you can break up your movement an unlimited number of times, that certainly seems to be the case. You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 ...


8

You can move your normal rate during your turn because you always can and this can be broken up before and after the casting of the spell. This flying movement is additional movement using your bonus action (which implies that you must use your action to cast the spell). It must be taken as a block before or after the spell casting; it can't be split like ...


1

Yes you can use your whole movement rate in your first Action Phase (there are no rules against it). You can even do this with a Interrupt Action if a Grenade/Area Spell is thrown your way. Run for your Life action, Run & Gun, p. 125 [...] a character can make an immediate Interrupt Action to flee. The character [...] can use any amount of ...


3

SR5, p. 161, "Movement": Walk rate determines the farthest a character can move during a Combat Turn before they are considered to be Running. SR5, p. 162, "Standard Movement (Walking and Running)": As soon as the character exceeds their Walk rate, they are considered Running until the end of the Combat Turn and incur any penalties or benefits of ...



Top 50 recent answers are included