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Are there any official rules for movement being hampered in an enclosed space. It seems to me that 3x/4x running should be quite difficult in halls where you would have to turn tight corners and such but nothing is really specified about this situation that I can find.

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    \$\begingroup\$ This question has some answers which are relevant, even though the actual question is almost the opposite. :) \$\endgroup\$ – starwed May 31 '14 at 2:21
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A creature that moves its Speed isn't running. Running is different. The Run action reads

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 armor). You lose any Dexterity bonus to AC unless you have the Run feat.

You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.

You can't run across difficult terrain or if you can't see where you're going.

A run represents a speed of about 13 miles per hour for an unencumbered human.

So, yeah, a creature can go really far in a full-round action of running in straight line, but the creature must stop before it can turn a corner.

Note, also, that for really tight spaces squeezing is another thing again.

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  • \$\begingroup\$ Thanks, this came up wrt to the panicked condition. So does the "top speed" part of that imply this isn't actually a full run? The DM seemed to want the player to move at 4x through the building. If they have to "stop" to turn a corner does the turn end there? \$\endgroup\$ – Chris Nicola Jun 3 '14 at 16:50
  • \$\begingroup\$ That's up to the DM. I'd argue that while Speed is a game term, top speed is a description--fleeing at top speed, then, would, in fact, be a run. But a running creature--barring exceptions, obviously--must stop running before it can navigate a corner; as the run action's a full-round action, there isn't much else the typical creature can do on its turn after the run action. Further, a very restrictive DM can rule a panicked creature runs even 5 ft. if that's the random direction the creature travels and that's all the distance available--that's really harsh, though. \$\endgroup\$ – Hey I Can Chan Jun 3 '14 at 17:07
  • \$\begingroup\$ I would probably take "top speed" in this context to mean they use the furthest option they can. If a Run would end sooner than a double-move (because of a corner), they should take the double-move. If they can Run further than a double-move (a long hallway, say), they should probably Run. \$\endgroup\$ – gatherer818 Aug 13 '14 at 17:41

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