Let's take a look at what we're doing with movement next.
In a previous post we discussed Actions and Action Points (AP). Now we'll discuss Movement and Movement Points (MP.)
In a previous post we discussed Actions and Action Points (AP). Now we'll discuss Movement and Movement Points (MP.)
Movement and Movement Point Costs
Movement Points, abbreviated MP, are different from AP (Action Points) in that MP are only used for movement, whereas AP are used for any sort of action. A creature spends AP to gain MP. Generally, 2 AP allows a creature to move a number of squares up to its base speed one time. Or, said another way, by spending 2 AP, a creature can move a number of squares up to its base speed 1 time.
A creature's gains a number of MP to spend equal to 5 plus its Dexterity modifier plus its Size Rating (will be discussed in future post).
This amount of MP is alternately referred to as a creature's "Base Speed" or "Base MP". The exact number can vary depending on circumstances or Talents a creature possesses.
As all creatures can spend 5 Action Points in a round, a creature can, if desired, spend 2 AP two times, in order to be able to move its base speed two times in a round. This would leave them with 1 AP to spend to perform some other minor action. Some situations may increase or decrease the amount of AP or MP a creature can expend in a round.
A human-sized creature (Size Rating 0) gains 5 MP if it has no Dexterity modifier (its base speed is 5). A creature the size of an ogre (Size Rating 1) gains 6 plus its Dexterity modifier MP by spending 2 AP.
Usually it costs 1 MP to enter a square. However, things like rough terrain, obstacles, or darkness can increase this cost. Some Talents and other effects can increase or decrease the amount of MP a creature gains or can spend in a round.
Scale and Distance
There are three different scales that movement occurs in: Tactical, Local, and Overland. The distance a creature moves when spending MP depends on the scale of movement.
Tactical Scale
The Tactical scale is the most common scale because it is the scale used during combats. In the Tactical Scale, 1 MP = one square on a grid. For example, a creature that spends 5 MP can move up to 5 squares, assuming no hindering terrain or other limiting factors.
Diagonal Movement
Moving diagonally costs +1 MP. A creature can not move diagonally past a corner. A creature can move diagonally past a creature, even an opponent. A creature can also move diagonally past other impassable obstacles, such as pits.
"Friendly" Squares
Any square that is occupied but not by an opponent is considered "friendly." A square that is occupied by a helpless opponent is also considered "friendly." A friendly square costs +1 MP to enter.
"Unfriendly" Squares
Any square that is occupied by an opponent that is not helpless is considered "unfriendly." A creature can't enter an unfriendly square unless the occupant is much larger or smaller than itself (see Different Sized Creatures and Movement) or if the opponent let's them enter.
Ending Movement
A creature can never end its movement in a square occupied by another creature (friendly or otherwise) unless the occupying creature is helpless. If something causes a creature to end its movement in a space it can not occupy it is forced to the nearest viable space. Any unspent MP are lost.
Exceptions
Some creatures break the above rules due to their nature or shape. A creature that completely fills the space it occupies cannot be moved past, even with the Acrobatics skill or similar special abilities (unless they could be flown or jumped over.)
Local Scale
The Local scale is used when outside of combat or initiative such as when exploring an area or moving about. In the Local Scale, 1 MP = 50 ft., meaning, a creature that spends 5 MP can move up to 250 ft. in a round by spending 2 AP. 1 round = 1 minute on the Local scale. It is usually not helpful or necessary to count or track squares of movement on the Local scale.
Overland Scale
The Overland scale is used when moving long distances such as when traveling on a road or across country and not exploring. In the Overland Scale 1 MP = 1/2 mile, meaning, a creature with 5 MP can move 2.5 miles in a round. 1 round = 1 hour on the Overland scale.
Creatures traveling cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.
Extended Travel
A creature can walk 8 plus its Constitution modifier in hours per day without a problem. Walking for longer than that can wear him out. The rest of the time is assumed to be spent making and breaking camp, resting, and eating.
For each hour of travel greater than 8 plus its Constitution modifier, the creature must make a Constitution check (DC 10, +2 per extra hour). If the check fails, the character gains 1d6 fatigue points.
Movement Actions
There are three main modes (or speeds) of movement, Minor Move, Full Move, and Complete Move.
Minor Move
A creature moving its base speed one time in a round is moving at a relaxed pace. This is also called using a "Minor Move." It costs 2 AP to move a creatures Base Speed one time.
Full Move
A creature moving its base speed two times in a round is moving at a brisk pace. This is also called using a "Full Move." It costs 4 AP to move a creatures Base Speed two times.
Complete Move
A creature moving its base speed four times in a round is moving at a very fast pace. This is also called using a "Complete Move." It costs 5 AP to move a creature's base speed four times. Each base speed increment must be in a straight line and may not pass through any square that costs more than 1 MP to enter. This is very hurried pace that can only be maintained for a limited time. If it enters a square that costs more than 1 MP to enter, any remaining MP it has are lost and its movement ends.
A creature may gain a +1 bonus to its base speed making a Constitution check against DC 15. For every 5 it exceeds this DC it increases its base speed by an additional +1. For example, a human size (Size Rating 0) creature, without any Dexterity bonus, has a base speed of 5. If the creature succeeded a Constitution check against DC 15, its base speed is temporarily treated as if it was 6, meaning, when it spends 2 AP, it may move 6 squares instead of 5. If, when making this check, it exceeded the DC by 10, then it increases its base speed by +3 (+1 at DC 15, +1 more at DC 20, and another +1 at DC 25.)
A creature performing a Complete Move action loses any Dexterity bonus to its Defense until its next Begin Phase. It must make Constitution checks during the Begin Phase of each of its successive turns to continue to running.
Movement Modifiers
The following situations and circumstances affect movement either by reducing the amount of MP a creature may use in a round or by increasing the MP required to perform some action.
Encumbrance
Encumbrance is a condition that causes fatigue.
Hampered Terrain
Things like rough ground, minor obstacles and poor visibility can cause a square to cost more than 1 MP to enter. In these cases the square is described as "hampered."
A square can cost any amount of MP to enter, depending on the nature of the obstacles or hampering effects.
A creature can not enter a square if it does not have sufficient MP to enter it.
Effects of Hampered Terrain on Different Sized Creatures
Larger creatures are less affected by some types of hampered terrain, subject to GM discretion. Generally though, a creature subtracts its Size Rating from additional MP costs. A creature can never reduce the cost below 1 MP however.
Obstacles
A square with an obstacle that does not completely block it is considered hampered. Obstacles generally have a Size Rating, just as creatures do, and this Size Rating is added to the MP cost to enter the square. For example, a massive boulder (Size Rating 3) occupies a space. A creature must spend 1 MP normally, +3 to enter that square.Obstacles can never reduce the cost to enter a square. The nature of the obstacle will determine the additional MP required to enter that square. In general though, most minor obstacles should increase the cost by +1 MP.
Restricted/Tight Areas
Passages also have Size Ratings. A passage designed for humans is Size Rating 0. A passage designed for giants might be as large as Size Rating 3 or even greater.
If the Size Rating of a passage is less than a creature that is passing through it, the creature passing through must pay the difference in additional MP. For example, a Size Rating 1 creature passing through a Size Rating 0 passage pays +1 MP to enter it. Further, the creature suffers penalties in combat equal to the difference (see Size and Restriction in Combat.)
A creature that enters a square with a Size Rating 2 less than own, gains the entangled condition.
A creature can not enter a square with a Size Rating that is more than two less than its own.
Ok, that's enough for this time... More to come later!
Rules Mentioned:
If the Size Rating of a passage is less than a creature that is passing through it, the creature passing through must pay the difference in additional MP. For example, a Size Rating 1 creature passing through a Size Rating 0 passage pays +1 MP to enter it. Further, the creature suffers penalties in combat equal to the difference (see Size and Restriction in Combat.)
A creature that enters a square with a Size Rating 2 less than own, gains the entangled condition.
A creature can not enter a square with a Size Rating that is more than two less than its own.
Ok, that's enough for this time... More to come later!
Rules Mentioned:
- Size & Space
- Action Points
- Acrobatics Talent
- Constitution Checks
- Fatigue
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