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unbound:rules:movement [2024/05/14 13:37] tailkinkerunbound:rules:movement [2024/09/17 02:41] (current) tailkinker
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 ===== Standard Movement ===== ===== Standard Movement =====
 +
 +At the start of your turn, you have no movement available!  You must perform an action to increase your movement.  The standard actions to move are [[unbound:actions:charge|Charge]], [[unbound:actions:Step]], [[unbound:actions:Walk]], [[unbound:actions:Run]] or [[unbound:actions:Sprint]].
  
 Over the course of your turn, you may move a distance, in meters, equal to your speed.  You may split this movement up as you see fit, taking any amount of it before, between or after your actions.  The only limitation is that you cannot move in the midst of taking an action, unless that action specifically instructs you to do so. Over the course of your turn, you may move a distance, in meters, equal to your speed.  You may split this movement up as you see fit, taking any amount of it before, between or after your actions.  The only limitation is that you cannot move in the midst of taking an action, unless that action specifically instructs you to do so.
  
-To increase your speed, you may take the [[unbound:actions:Run]] action.  As this is simple action, you can take it twice in one turn If you elect to Run after spending movement, the movement still counts against your total movement in that turn.+Movement leaves your character open for a [[unbound:actions:Counterattack]].  Any time that you leave a square that an enemy threatens, they may use their reaction to [[unbound:actions:Counterattack]].  You can avoid this by taking the [[unbound:actions::Step]] action. 
 + 
 +==== Movement Outside Combat ==== 
 + 
 +When you are acting in minute scale, the party may, at the end of each minute, move a distance equal to the speed of its slowest membertimes ten meters. 
 + 
 +When you are acting in hour scale, the party may use the [[unbound:actions:Travel Overland]] action to move a distance equal to the speed of its slowest member, in kilometers. 
 + 
 +==== Using Different Speeds ==== 
 + 
 +If you have more than one speed score, such as your ground speed and flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed, and then subtract one further meter to represent the momentary action needed to change movement modes. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move. 
 + 
 +<WRAP 80% center box round> 
 +For example, if you have a speed of 6 and a flying speed of 12 because you are under the effects of a Flight spell, you could fly four meters, then walk two meters, and then leap into the air to fly four meters more.  One meter of distance was lost when you changed from flying to walkingand a second meter of distance was lost when you changed back to flying. 
 +</WRAP> 
 + 
 +==== Moving Around Other Creatures ==== 
 + 
 +You can move through a non-hostile creature's space. In contrast, you can move through a hostile creature's space only if you use the [[unbound:actions:Enter a Threatened Square]] action.
  
-Movement leaves your character open for [[unbound:actions:Counterstrike]].  Any time that you leave square that an enemy threatensthey may use their reaction to [[unbound:actions:Counterstrike]].  You can avoid this by taking the [[unbound:actions::Step]] or [[unbound:actions::Shift]] actions.+Whether creature is friend or an enemy, you can't willingly end your move in its space.  If you try to enter another creature's space, and do not have the movement remaining to move out again, you fail to enter that space in the first place.
  
 ==== Movement on a Grid ==== ==== Movement on a Grid ====
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 <WRAP box round 80% center> <WRAP box round 80% center>
-In the example below, the character moves one square orthagonally, then two diagonally---paying one meter of movement for the first square, and two for the second---then finishes his movement by moving two squares orthagonally again.  Overall, the character spends six meters of movement, and traverses a total of five squares. +In the example below, Aria moves one square orthagonally, then two diagonally---paying one meter of movement for the first square, and two for the second---then finishes his movement by moving two squares orthagonally again.  Overall, Aria spends six meters of movement, and traverses a total of five squares. 
-{{ :unbound:rules:move.svg?400 |}}+{{ :unbound:rules:movement.gif |}}
 </WRAP> </WRAP>
  
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 A character with a Swim speed disregards water as difficult terrain, and can swim at full speed.  However, even such a creature can encounter difficult terrain underwater, caused by eddies or strong currents. A character with a Swim speed disregards water as difficult terrain, and can swim at full speed.  However, even such a creature can encounter difficult terrain underwater, caused by eddies or strong currents.
 +
 +===== Forced Movement =====
 +
 +A character can be forced to move against their will.  They can be shoved, or grappled and dragged.  A creature that is moved against their will does not provoke attacks of opportunity due to their movement, but //do// trigger any other effects dependant upon movement.  For example, a character pushed into a square that contains a trap will trigger that trap, if appropriate.
 +
 +==== Push ====
 +
 +A character who is pushed is moved a stated distance directly away from the source of the push.
 +
 +If the character encounters another creature during the course of the push, the other creature is pushed one meter, and the character being pushed ends his movement in the square previously occupied by the other creature.
 +
 +If the character encounters a solid obstacle during the course of the push, he will take Vital damage equal to 1d10 plus one point of damage per meter remaining to be pushed, and his movement ends prior to entering the square containing the solid obstacle.
 +
 +==== Pull ====
 +
 +A character who is pulled is moved a stated distance directly towards the source of the pull.  The pull cannot draw the creature closer to the source than the nearest adjacent square; any further pull distance is lost.
 +
 +A character who is pulled through a square containing another creature ends his movement in that square, and the creature encountered is pulled one square towards the source of the pull.
 +
 +A character who is pulled through a square containing a solid obstacle ends his movement in the square just before the obstacle, and takes 1d10 Vital damage plus one point per meter remaining to be pulled.
 +
 +==== Slide ====
 +
 +A character who is slid is moved a stated distance in a straight line as directed by the source of the slide.  Unlike a push or pull, a slide that moves the character into a square containing another creature or a solid obstacle ends the character's movement before the character enters the square, and the character neither takes damage nor displaces a creature.
 +
 +===== Teleport =====
 +
 +A character who teleports will move up to the maximum distance of the teleport, by vanishing from one spot and reappearing in another.  Teleporting never provokes a [[unbound:actions:Counterattack]], and the character does not enter any intervening squares, so traps and the like will not be triggered by teleporting.
unbound/rules/movement.1715693821.txt.gz · Last modified: by tailkinker