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 Post subject: Movement question
PostPosted: Wed Aug 22, 2012 8:19 pm 
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Ill-Fated Peasant

Joined: Thu Aug 02, 2012 9:30 pm
Posts: 4
Is movement meant to be separate from actions?

That is, do you do your movement (and any move-allowable actions like weapon drawing), and then do your Action Dice actions (or vice-versa), 3&4e D&D-style? If you use this style, can you split multiple Action Dice around the movement (Action/Move/Action)?

Or is the movement rate the total amount of movement you can take during your move, and your Action Dice actions can take place anywhere within it, as currently worded DDN-style? (Say, move 20', cast a spell, then move your remaining 10', and don't forget the free enemy attack if you're leaving melee.)

While I tend to prefer the latter, I'd like to at least know I'm using a house-ruling if it's supposed to be the former. :)


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 Post subject: Re: Movement question
PostPosted: Thu Aug 23, 2012 9:26 pm 
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Deft-Handed Cutpurse
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Joined: Wed Jul 18, 2012 10:21 pm
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Location: California, USA
FWIW, I keep movement separate from actions, allowing all action dice to take place either before or after the movement. I don't allow movement to be "split up" by the action dice. As stated in the rules, I do allow substitution of a round's action dice for another movement.

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 Post subject: Re: Movement question
PostPosted: Fri Aug 24, 2012 2:12 am 
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Cold-Hearted Immortal
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Joined: Fri Jun 26, 2009 3:42 am
Posts: 2442
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Yeah, I prefer a "move then act" or "act then move" set of choices rather than a split "move, act, move" option. This keeps things simple.

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 Post subject: Re: Movement question
PostPosted: Sat Aug 25, 2012 5:38 am 
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Hard-Bitten Adventurer

Joined: Sat Jun 16, 2012 7:25 am
Posts: 131
I'm going to have to ponder this one. I actually think it sounds kind of cool to let the movement occur whenever the player wants it to. This gives dwarves and higher level characters a little more oomph, and considering how deadly the game is, I don't mind allowing the characters that boost.

OTOH, I can't see any reason why monsters wouldn't get the same courtesy, and those vine horrors in Sailors on the Starless Sea are already pretty deadly without letting them move 5 feet, whack a 0-level character with one action die, move 15 more feet and whack another.

Maybe the solution would be to allow characters (and opponents) to break up movement into a number of segments equal to their intelligence modifier.

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Jingles Coinclink – F Halfling Moneylender - N
S 12 A 10 S 10 P 13 (+1) I 13 (+1) L 10
AC 10 - HP 4 - Mov 20 - Init 0 Ref 0 Fort 0 Will 1
Wooden Sword +0 (1d8) -- Rope 50', 5gp 10sp 225cp
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S 12 A 8 (-1) S 9 P 11 I 15 (+1) L 10
AC 9 - HP 4 - Mov 30 - Init -1 Ref -1 Fort 0 Will 0
Chalk - 1piece, Gem worth 20 gp, Backpack, 10’ chain, 10 sheets parchment, 59 cp
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Qort Quiddlegit - M Healer - N
S 11 A 11 S 6 (-1) P 5 (-2) I 6 (-1) L 5 (-2)
AC 10 - HP 2 - Mov 30 - Init 0 Ref 0 Fort -1 Will -2
club +0 (1d4) -- Mirror - hand-sized, holy water (1 vial), waterskin of Kith drink, 31 cp
Lucky sign -2 Missile fire damage

Brandybland Shoetree - F Cobbler – N
S 10 A 9 S 10 P 8 (-1) I 9 L 9
AC 10 - HP 1 - Mov 30 - Init 0 Ref 0 Fort 0; Will -1
wooden spear +0 (1d8) -- Iron spike, shoehorn, 48 cp
Proficiency: dagger


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 Post subject: Re: Movement question
PostPosted: Sat Aug 25, 2012 7:18 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 1:46 pm
Posts: 3099
Location: Left Coast, USA
FLGS: Bizarro World
Bilgewriggler wrote:
...Maybe the solution would be to allow characters (and opponents) to break up movement into a number of segments equal to their intelligence modifier.

...or the number of their action dice. Each action die being able to 'support' some portion of the total movement rate the character has seems reasonable to me.

But then again, I like the idea of breaking up the move/action, action/move paradigm.

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Lg sack, steel helmet, 50’ rope, torch • Common, Chaos, Hobgoblin

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