User:Havvy/Movement

In Dungeons and Dragons, movement rules are scattered everywhere. These rules presented below attempt to bring them to one place, and sort out the weird way that skills and certain movement types co-exist.

Base Speed
Usually called your base land speed, your base speed is a positive integer multiple of 5ft. When an ability grants you a movement speed, it may use your base speed in describing the length. For example, a swim speed granted by an ability could by 30ft (not using the base speed at all), your base speed, twice your base speed, you base speed plus 10ft, or "30ft or your base speed, whichever is greater". When a spell modifies all of your speeds, it modifies this speed. The base land speed that a race gives is the base value for the base speed.

Skill Changes
Climb and Swim are no longer skills. Instead, their usage is more generalized by the skills Balance and Perseverance/Endurance. Perseverance/Endurance is a constitution based skill. Perchance, it might be possible to integrate this with the Tome of Prowess.

Balance/Maneuverability
Balance checks are used to, well, balance. It gains new uses.

Use: Start Moving. Sometimes you are pushed off of a cliff or have to jump into shallow water. If so, you do not immediately start flying or swimming. Instead, you have to roll to check when you start flying or swimming. Base DC: 20 Success: You start flying or swimming immediately, if you can. Failure (flying): You start flying 10 feet lower than your starting point for every number off you were from the DC. Failure (swimming): You start swimming 1 foot lower than your entry point for every number off you were from the DC. Retry: No Take 10:  Yes, but you take 20 and it takes no extra time.

Perseverance/Endurance
The armor check penalty applies and is doubled for this skill. It is used for various reasons, which range from being able to gain a movement speed to continue running or sprinting to staying awake during a forced march.

Use: Gain a climb and descend speed or a swim speed. Base DC: 10 Success: You gain a climb and descend or a swim speed of 1/4 your base speed rounded up the nearest 5ft. This speed lasts for a mimimum of 1 round and until you stop using this speed or are threatened or distracted. Failure: You start descending uncontrollably or falling. Retry: Yes Take 10: Yes

Use: Running

Base DC: 10

Success: You take no penalties. Your future perseverance/endurance check DCs are 1 higher.

Failure:

Retry: No

Take 10: No

Use: Sprinting

Base DC: 10

Success: You take no penalties. Your future perseverance/endurance check DCs are 2 higher.

Failure:

Retry: No

Take 10: No

Use: Surviving a Forced March

Success: You take no penalties. Your future perseverance/endurance check DCs are 1 higher.

Failure:

Retry: No

Take 10: No

Movement Types
There are 9 normal movement types: Walk, Burrow, Climb, Descend, Falling, Fly, Sail, Swim, and Thrust. There are three or four ways to gain a movement type.


 * 1) Inherit or Racial - These are movement types given by default because of who you are.
 * 2) Magical - A spell or magical item grants you a movement type.  When you lose a magical movement type, and you start falling, you gain 150ft of falling without it counting for damage.
 * 3) Skill - Using Balance.
 * 4) Item - Certain items can give you a movement speed.  These only count as one-person items.  Anything that moves multiple people is a vehicle.

Walk
All creatures automatically get a walk speed equal to their base speed. The walking speed is the speed used for moving when a force pushes you against a solid object. The speed given refers to walking against a flat surface with no obstacle in the way. Walking may be called other things, such as rolling or slithering.

Burrow
The burrowing speed is the speed used for going through solid substances. Not all substances may be burrowed through. Basically, this is unchanged from the normal rules.

Climb
Climb was a skill. It was also a movement type. They are now combined into one. When trying to walk up steep inclines (greater than 50 grade or 45 degrees), a creature starts using this speed. A creature may make a perseverance/endurance check to gain a climb speed.

Racial bonuses to climb become racial bonuses to balance when climbing or descending.

Descend
Most creatures with a climb speed also have a descend speed equal to it. Descending is used for going down steep inclines in a controlled manner. A creature may make a perseverance/endurance check to gain a descend speed.

Racial bonuses to climb become racial bonuses to balance when climbing or descending.

Uncontrolled Descent
Something about how fast you are going.

Falling
Your default falling speed is based on size.

TABLE SHOWING ABOVE INFO

Fine: 10ft | 1d6 Tiny: 50ft | 5d6 Small: 100ft | 10d6 Medium: 150ft |15d6 Large: 200ft | 20d6 Huge: 250ft | 25d6 Colossal (or bigger): 300ft | 30d6

If you fall into another object, you take 1d6 falling damage per 10 feet fallen, to a maximum shown on the above chart.. The size of the damage dice increases and decreases with size.

Fly
The fly speed is the speed used for going through air-like material in all directions. It basically works unchanged from the normal rules. I'm thinking that a few other movement types could use maneuverability. Well, all of them could have a maneuverability, really.

Sail
The sail speed is the speed used when you are buoyant to a surface.

A creature with a racial swim speed also gains a racial sail speed equal to it.

Swim
The racial bonus to swim instead becomes a racial bonus to preserver and balance checks in water. Your swim speed refers to water. Other substances may be easier to harder to swim through.

You may make a perseverance/endurance check to gain a swim speed.

Thrust
Thrusting is the ability to move without pushing against an object. As such, thrusting works in empty space, along with fluids. Any time you move using purely mental actions, you are thrusting.

Modifiers
There are three main modifiers. They are running, sprinting, and sailing. You may not run and sprint in the same round.

Running
When you run, you double your base speed. You may not turn, and all balance DCs are doubled (at the end of the addition of other modifiers).

Sprinting
When you sprint, you triple your base speed. You may not turn, and all balance DCs are doubled (at the end of the addition of other modifiers). You'll make perseverance/endurance checks sooner when sprinting than when running.

Sailing
Multiply this by the wind speed to arrive at your speed. You cannot move in a direction closer than your Tacking Angle towards the direction from which the wind blows. Most creatures (none made to date) have the usage of a sailing modifier. Ships, with sails on the other hand...

Collisions
Here is a standardization of the damage taken when you die. If you are moving uncontrollably or moving more than your speed in a round, and you collide with another object, you take damage. The damage is equal to falling damage (1d6 per 10 feet traveled).

If you collide with another creature, that creature may make a reflex save with a DC of 15 plus 4 per size category to avoid the collision. If it does not, it takes half of the damage you do from the collision.

If you want to use yourself as a projectile, you make an attack roll when you collide with the creature. If you succeed, you deal all of your falling damage to the target.

Vehicles
A vehicle is anything that moves a creature automatically. As long as the creature remains connected to the vehicle, at the end of the round, the vehicle moves that creature. Only one creature can change a vehicle's movement. This person makes a Profession (Sailing) or Profession (Drive) or some equivalent skill to move the vehicle. Tome of Prowess has "Devices" but that is used mainly for disabling them. Not sure what the proper skill would be in it for this.