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Movement

MOVEMENT BASICS

WALKING
25' = 5 squares
30' = 6 squares
35' = 7 squares
 
DASHING
Normally costs an action
Doubles movement distance
 
DIFFICULT TERRAIN or SWIMMING or CLIMBING or CRAWLING
Halves movement distance
 
LONG JUMP
Maximum distance = strength score in feet.
Acrobatics DC 10 check needed to finish on your feet if the landing is 'tricky', otherwise prone.
Athletics DC 10 check needed if the jump is 'tricky', otherwise fail.
HOME RULE: Athletics DC 10,15,20 check to extend the jump 1,2,3 feet.
 
HIGH JUMP
Maximum height = 3+ strength mod in feet.
Reach = jump feet + 1.5 x height in feet (arms = .5x height).
Acrobatics DC 10 check needed to finish on your feet if the landing is 'tricky', otherwise prone.
HOME RULE: Athletics DC 10,15,20 check to extend the jump 1,2,3 feet.

     

SPECIAL MOVEMENT

These are some general rules, they are intended to apply in most situations to allow for a quick resolution of of difficult up and down movement.  
LEVEL (default)
Movement costs 5' per square.
No roll is needed.
 
UPHILL (stairs, hills, etc.)
Pay an extra 5' per square.
No Roll is needed.
 
DOWNHILL (stairs, hills, etc.)
Pay an extra 5' per square (just like uphill)
OR don't pay extra and roll Acrobatics DC (# of sq x 4) check at bottom, failure means you fall prone.
 
DIFFICULT TERRAIN
Difficult & level: Pay an extra 5' per square.
Difficult & uphill: Pay 15' per square.
Difficult & downhill: Pay 15' per square, or pay 5' per square & roll Acrobatics DC (# of sq x 4 failure means you fall prone.
 
CLIMB UP/DOWN
Unless you have a climb speed, each square of climbing movement, in any direction, costs 15'.
An Acrobatics check may be necessary for difficult balancing situations.
An Athletics check may be necessary for extended or particularly difficult climbs.
 
SWIMMING
Unless you have a swim speed, each square of movement costs 10'; 15' if encumbered (5x STR lbs).  

PRONE

This is essentially RAW. It is listed here to be explicit.

While prone:
  • you grant advantage to attack rolls from adjacent foes
  • you grant disadvantage to non-adjacent ranged attack rolls
  • your weapon attacks have disadvantage (except for crossbows)
  • you can spend half your move to stand up
  • you can move, crawling at 2x move cost

NOTE: On the turn you stand up from prone, you have disadvantage on attacks vs foes that were adjacent to you while you were prone.

 

ENCUMBERANCE

Rules for encumberance are only lightly enforced.  

LONG DISTANCE TRAVEL

This is an ad hoc set of procedures to quickly resolve relatively safe overland travel.

First the DM estimates the duration & difficulty (DC 12 is the default) to be expected this trip.
Second, the players assign the PCs to roles and make a skill check for each PC.
* It is OK to double up in a role; if so, each PC rolls D20 and adds the higher skill modifier, in effect rolling with advantage.
* It is OK to leave a role empty; if so, simply roll a flat D20 at disadvantage, if that check turns out to be necessary.
Finally, the DM narrates the result of the trip, taking into account the result of the checks.
 
ROLES:
  • Scout: Perception to focus on identifying hazards and potential dangers in the environment.
  • Guide: History to ensure the group doesn't get lost.
  • Guard: Initiative to protect the group from threats, utilizing their vigilance.
  • Groom: Animal Handling to care for the mounts and other animals on the trip.
  • Hunter: Survival to gather food and other consumable resources.
  • Gatherer: Nature to collect crafting resources like wood, stone, and herbs.
  • Trail hider: Deception to cover tracks left to make the party more difficult to be followed.
  • Investigater: Investigate to conduct detailed exploration of a zone, looking for clues, secrets, and hidden passages.
  • Quartermaster: Intelligence to maintain camping duties, such as setting up camp, gathering firewood, and ensuring the group has supplies.
  •  
source: Trials & Treasures
Harn - Where
Harn - Who
Harn - When
Harn - How
Harn - What


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