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magnimar:movement [2019/02/09 13:21] sammagnimar:movement [2019/02/10 18:08] sam
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 A falling creature moves vertically downwards at a speed of 600ft in the first round, and 2,000ft in subsequent rounds. A falling creature moves vertically downwards at a speed of 600ft in the first round, and 2,000ft in subsequent rounds.
  
-Once you begin falling, it's a //Fly// DC 10 check to recover, but you are considered to have been //plummeting// the previous round.+Once you begin falling, it's a //Fly// DC 10 check to recover, but you are considered to have been //plummeting// at high speed the previous round (see below).
  
 ==== Vertical Movement ==== ==== Vertical Movement ====
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 | Make a quadruple move when descending                | 40* | | Make a quadruple move when descending                | 40* |
  
-* If this is attempted two rounds in a row, difficulty increases by +5 each round and become //fatigued// if fail. +* If this is attempted two rounds in a row, difficulty increases by +5 each round and you become //fatigued// if you fail. Once //fatigued//, you cannot try to make triple or quadruple moves.
  
-//Descending// means descending at more than 45° angle. The following roundit is DC 10 to move less than full speed, DC 20 to move less than half speed and DC 30 to hover.+If you try to make triple or quadruple move and you failthen you must move at full double speed in the direction you intended.
  
-//Plummeting// means descending directly down, no more than 5' horizontal movement per 30' of vertical movementThe following round, it is DC 10 to move less than double move, DC 20 to move less than full speed, DC 30 for less than half speed and DC 40 to hover. Add +10 to the DC if movement is not a //descent//.+**Descending** means descending at a 45° angle or greater (i.e. you descend at least as far as you move horizontally). If you did a triple or faster descent in the previous round, you must descend at least distance equal to your base move rate.
  
-If you hit the ground because you were unable to pull out of a triple or quadruple speed descent or plummet, then you cannot make a fly check to negate the damage.+  * DC 10: Descend at less than full base speed after a fast descent 
 +  * DC 20: Descend at less than half base speed after a fast descent 
 +  * DC 30: Hover after a fast descent. 
 + 
 +**Plummeting** means descending directly down, no more than 5' horizontal movement per 30' of vertical movement. I f you plummeted at more than double speed, then the following round, you must descend at full double speed downwards, and need to move horizontally at least half this distance. 
 + 
 +  * DC 10: Descend less than full double speed. 
 +  * DC 20: Descend less than full base speed. 
 +  * DC 30: Descend less than half speed. 
 +  * DC 40: Come to a hover. 
 + 
 +Add +10 to the DC if you don't also move horizontally at least half as far as you descend. 
 + 
 +If you hit the ground (or a wall) because you were unable to pull out of a triple or quadruple speed descent or plummet, then you cannot make a fly check to negate the damage.
  
 If you fail to plummet or descend at a faster rate, then you move at the maximum speed that your fly check allowed. You cannot use flyby attack when moving at triple or quadruple speed, but you can charge. If you fail to plummet or descend at a faster rate, then you move at the maximum speed that your fly check allowed. You cannot use flyby attack when moving at triple or quadruple speed, but you can charge.
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 An //Old White Dragon// has a fly speed of 200ft with a //Fly// skill of +12. It is 800ft above its prey, and decides to plummet directly down to it. It makes a DC 20 plummet check, so drops 600ft, leaving it 200ft up. An //Old White Dragon// has a fly speed of 200ft with a //Fly// skill of +12. It is 800ft above its prey, and decides to plummet directly down to it. It makes a DC 20 plummet check, so drops 600ft, leaving it 200ft up.
  
-The following round, it tries to pull up. To come to a stop on the ground is a single move of 200ft, which is less than a double move so requires a DC 10 fly check (which it will make automatically).+The following round, it tries to pull up. To come to a stop on the ground is a single move of 200ft, which is less than a double move so requires a DC 10 fly check (which it will make automatically). Unless it also moves at least 100ft horizontally though, then the check will be DC 20.
  
-If the dragon moved  
magnimar/movement.txt · Last modified: 2019/04/24 21:54 by sam