magnimar:movement
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magnimar:movement [2019/02/09 13:45] – sam | magnimar:movement [2019/02/09 13:49] – sam | ||
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| Make a quadruple move when descending | | Make a quadruple move when descending | ||
- | * If this is attempted two rounds in a row, difficulty increases by +5 each round and become // | + | * If this is attempted two rounds in a row, difficulty increases by +5 each round and you become // |
+ | |||
+ | If you try to make a triple or quadruple move and you fail, then you must move at full double speed in the direction you intended. | ||
**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 a distance equal to your base move rate. | **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 a distance equal to your base move rate. | ||
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* DC 30: Hover 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 | + | **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 10: Descend less than full double speed. | ||
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Add +10 to the DC if you don't also move horizontally at least half as far as you descend. | Add +10 to the DC if you don't also move horizontally at least half as far as you descend. | ||
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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 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. | ||
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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