#1 How Movement Works in D&D
Posted: Sat Jun 07, 2008 7:40 pm
Okay, there have been some questions from my players in the Undermountain game on what exactly the constraints on movement are under the 3rd edition D&D ruleset. Having not read 4e, I can't speak for it, though I'd be surprised if it were much different. However, this tutorial is based on 3e and until further notice can only be assumed valid for 3e.
In answer to the most frequent question, yes, diagonal movement is possible, but it isn't at a one to one ratio. The first diagonal move made during a turn counts as five feet as normal, but the second one counts as ten, the third one counts as five again, etc. This results in a possible range of movement that looks like this, assuming a base land speed of 30 feet and no obstructions:
The top line is cut off; the full movement range is, of course, symmetrical.
This holds true when double moving as well; the only difference is that you can move twice your base speed, but can take no other actions.
Charging uses the same movement constraints, as well as two others: The path of the charge must be as straight as possible, and there can be no obstacles or rough terrain between the attacker and his target.
Running allows moving up to four times your base land speed (three times if wearing heavy armor or carrying a heavy load) with the same restrictions on diagonals; additionally, the run must be in a straight line. Running causes the character to lose his Dexterity bonus to Armor Class unless he has the Run feat or Uncanny Dodge, and attempting to run for extended periods of time forces Constitution checks to avoid fatigue.
For further information, the movement rules are here. More information on tactical movement may be found here. I hope this clears up the questions.
In answer to the most frequent question, yes, diagonal movement is possible, but it isn't at a one to one ratio. The first diagonal move made during a turn counts as five feet as normal, but the second one counts as ten, the third one counts as five again, etc. This results in a possible range of movement that looks like this, assuming a base land speed of 30 feet and no obstructions:
The top line is cut off; the full movement range is, of course, symmetrical.
This holds true when double moving as well; the only difference is that you can move twice your base speed, but can take no other actions.
Charging uses the same movement constraints, as well as two others: The path of the charge must be as straight as possible, and there can be no obstacles or rough terrain between the attacker and his target.
Running allows moving up to four times your base land speed (three times if wearing heavy armor or carrying a heavy load) with the same restrictions on diagonals; additionally, the run must be in a straight line. Running causes the character to lose his Dexterity bonus to Armor Class unless he has the Run feat or Uncanny Dodge, and attempting to run for extended periods of time forces Constitution checks to avoid fatigue.
For further information, the movement rules are here. More information on tactical movement may be found here. I hope this clears up the questions.