Movement Actions
Summary:
No-Move Actions
No-move actions are just that—the character performs some sort of action during her proper action phase, whether it is fighting an opponent or using a wand, without moving significantly during the round. Even if a character chooses any one of the no-move actions, however, she can still adjust her position during her action phase. She can move one square in any direction and choose any facing as a free adjustment to her position. If the character is threatened, she can adjust her position without provoking an attack of opportunity by making sure that her adjustment does not take her out of the enemy's front squares or turn her back to him. No-move actions include: • Attack • Cast a Spell • Cover • Fire/Throw Missiles (normal ROF) • Guard • Parry • Unarmed Combat • Use a Magical Item
Half-Move Actions
Half-move actions allow a character to move up to half his normal movement rate and still perform some other action, such as attacking with a weapon or firing missiles. There are, however, limits to what can be done or how far a character can move and still accomplish these actions. Half-move actions include: • Attack • Charge • Fire/Throw Missiles (half the normal ROF) • Guard • Unarmed Combat • Withdraw
Full-move Actions
Full-move actions involve a character moving his full normal movement rate (or even more, in some cases) before attempting other actions. Full-Move actions include: • Charge • Move • Run • Sprint
MOVEMENT IN THE COMBAT ROUND
Once initiative or surprise is determined, each character or monster involved in combat is allowed an action. One allowed action is movement. Movement, like the combat round, is an abstraction. It is a manner of establishing the distance that can be moved in a given period of time. Movement can be in a straight line, a curve or around a corner. Base movement rates are listed in each racial or monster description. The listed rate is the distance in feet that can be moved in one combat round. If encumbered, movement is reduced as described in the encumbrance section. Movement can be increased by jogging (double the movement rate) or running (quadruple the movement rate). Drop all fractions when figuring movement rates (minimum of 1 foot). To translate the movement rate into inches, hexes, squares or centimeters, divide the movement rate by 5.
An attacker can move one-half their movement rate and still attack. No attack is allowed if a character exceeds one-half their movement rate. The only exception to this rule is when a charge is attempted. Charging allows for an attack and full movement, but the special rules for charging apply. The Castle Keeper has the option of reducing the movement rate due to terrain, obstacles, injuries or other circumstances. Generally, the movement rate should not be reduced by more than three-fourths (0.75). The Castle Keeper should always allow a character to move at least 5 feet in a combat round, unless the character is restrained or otherwise unable to move.
Charging
Charging is a special, movement-based combat maneuver. When charging, a character precedes a melee attack by jogging or running, with the intent of using the gained leverage and momentum to inflict greater damage on a defender. A successful charge attack results in a +2 bonus to damage inflicted, but imposes a -4 penalty to the attacker’s armor class for the entire combat round. The charge must be announced prior to the character moving and before initiative is rolled.
When charging, a character is considered to be jogging or running. The character must minimally move the full distance of their normal movement rate. The charge must be in a straight line. The total distance moved while charging cannot exceed the character’s jogging movement rate. For example, Una the elf announces that she is going to charge an orc standing across the battlefield. Una’s base movement is 30 feet, and thus, her jogging rate is 60 feet. As long as the orc is at least 30 feet away, but no more than 60 feet, Una may attempt the charge maneuver.
When charging, the attacker suffers a -4 penalty to armor class for the combat round. The penalty applies even if the charge attack is not successful. The penalty also applies if the defender attacks first due to size or weapon length, or by ranged attack. If a defender scores a successful hit upon a charging character, the charge is negated. If a charge is negated, the attacker is still allowed their movement and attack, but a successful hit does not deal any extra damage.
DISENGAGING FROM COMBAT
Disengaging from combat is a dangerous maneuver since it exposes the character to attacks, but it automatically puts distance between the disengaging party and their opponent. The player must announce that he is disengaging at the beginning of the round. The disengaging character does not roll initiative. If disengaging a character can take no other action. The character is allowed a movement as defined below. Player characters, monsters and non-player characters can disengage from combat.
Hasty Disengagement: is one in which the character or monster attempts to leave combat and expends all effort to do so. A character disengaging hastily may move as far as possible up to their maximum running distance, but they suffer a -2 to armor class and their opponent gets an attack against them as they run away. This is a free attack and does not count against the opponent’s other action in the round, although the opponent may not make a second attack against the fleeing character. The armor class adjustment lasts throughout the combat round and applies to every attack against the fleeing character.
Fighting Disengagement: is a more carefully executed withdrawal from combat. By performing a fighting disengagement, the character moves one-half their movement rate or less away from their opponent and they can disengage from combat. The character suffers no penalty to armor class, but they cannot take any other action in the round. In the round following the disengagement the character or monster has put distance between themselves and their opponent.
- 1. Movement rates - base movement rate in feet/combat round, jogging is 2X base, running is 4X base.
- 2. Movement can be affected by terrain, obstacles, injuries, etc.
- 3. Attacker can move up to 1/2 base movement and still attack (charge is only exception).
- 4. Charging - must move full base movement or up to 2X base in a straight line (e.g. 30-60'). +2 to damage, -4 to AC for entire combat round including time before charge happens. If defender hits the charging attacker before the charge is completed, then the charge is negated (no +2 to damage but -4 AC penalty remain). Attacker can still attempt an ordinary attack.
- 5. Can choose to disengage from combat as only action that round. At first of round - no initiative. Puts distance between them and enemy. Hasty Disengagement is running (4X base) away but -2 AC and melee opponent gets 1 free attack. Fighting Disengagement is 1/2 base speed with no penalty.
No-Move Actions
No-move actions are just that—the character performs some sort of action during her proper action phase, whether it is fighting an opponent or using a wand, without moving significantly during the round. Even if a character chooses any one of the no-move actions, however, she can still adjust her position during her action phase. She can move one square in any direction and choose any facing as a free adjustment to her position. If the character is threatened, she can adjust her position without provoking an attack of opportunity by making sure that her adjustment does not take her out of the enemy's front squares or turn her back to him. No-move actions include: • Attack • Cast a Spell • Cover • Fire/Throw Missiles (normal ROF) • Guard • Parry • Unarmed Combat • Use a Magical Item
Half-Move Actions
Half-move actions allow a character to move up to half his normal movement rate and still perform some other action, such as attacking with a weapon or firing missiles. There are, however, limits to what can be done or how far a character can move and still accomplish these actions. Half-move actions include: • Attack • Charge • Fire/Throw Missiles (half the normal ROF) • Guard • Unarmed Combat • Withdraw
Full-move Actions
Full-move actions involve a character moving his full normal movement rate (or even more, in some cases) before attempting other actions. Full-Move actions include: • Charge • Move • Run • Sprint
MOVEMENT IN THE COMBAT ROUND
Once initiative or surprise is determined, each character or monster involved in combat is allowed an action. One allowed action is movement. Movement, like the combat round, is an abstraction. It is a manner of establishing the distance that can be moved in a given period of time. Movement can be in a straight line, a curve or around a corner. Base movement rates are listed in each racial or monster description. The listed rate is the distance in feet that can be moved in one combat round. If encumbered, movement is reduced as described in the encumbrance section. Movement can be increased by jogging (double the movement rate) or running (quadruple the movement rate). Drop all fractions when figuring movement rates (minimum of 1 foot). To translate the movement rate into inches, hexes, squares or centimeters, divide the movement rate by 5.
An attacker can move one-half their movement rate and still attack. No attack is allowed if a character exceeds one-half their movement rate. The only exception to this rule is when a charge is attempted. Charging allows for an attack and full movement, but the special rules for charging apply. The Castle Keeper has the option of reducing the movement rate due to terrain, obstacles, injuries or other circumstances. Generally, the movement rate should not be reduced by more than three-fourths (0.75). The Castle Keeper should always allow a character to move at least 5 feet in a combat round, unless the character is restrained or otherwise unable to move.
Charging
Charging is a special, movement-based combat maneuver. When charging, a character precedes a melee attack by jogging or running, with the intent of using the gained leverage and momentum to inflict greater damage on a defender. A successful charge attack results in a +2 bonus to damage inflicted, but imposes a -4 penalty to the attacker’s armor class for the entire combat round. The charge must be announced prior to the character moving and before initiative is rolled.
When charging, a character is considered to be jogging or running. The character must minimally move the full distance of their normal movement rate. The charge must be in a straight line. The total distance moved while charging cannot exceed the character’s jogging movement rate. For example, Una the elf announces that she is going to charge an orc standing across the battlefield. Una’s base movement is 30 feet, and thus, her jogging rate is 60 feet. As long as the orc is at least 30 feet away, but no more than 60 feet, Una may attempt the charge maneuver.
When charging, the attacker suffers a -4 penalty to armor class for the combat round. The penalty applies even if the charge attack is not successful. The penalty also applies if the defender attacks first due to size or weapon length, or by ranged attack. If a defender scores a successful hit upon a charging character, the charge is negated. If a charge is negated, the attacker is still allowed their movement and attack, but a successful hit does not deal any extra damage.
DISENGAGING FROM COMBAT
Disengaging from combat is a dangerous maneuver since it exposes the character to attacks, but it automatically puts distance between the disengaging party and their opponent. The player must announce that he is disengaging at the beginning of the round. The disengaging character does not roll initiative. If disengaging a character can take no other action. The character is allowed a movement as defined below. Player characters, monsters and non-player characters can disengage from combat.
Hasty Disengagement: is one in which the character or monster attempts to leave combat and expends all effort to do so. A character disengaging hastily may move as far as possible up to their maximum running distance, but they suffer a -2 to armor class and their opponent gets an attack against them as they run away. This is a free attack and does not count against the opponent’s other action in the round, although the opponent may not make a second attack against the fleeing character. The armor class adjustment lasts throughout the combat round and applies to every attack against the fleeing character.
Fighting Disengagement: is a more carefully executed withdrawal from combat. By performing a fighting disengagement, the character moves one-half their movement rate or less away from their opponent and they can disengage from combat. The character suffers no penalty to armor class, but they cannot take any other action in the round. In the round following the disengagement the character or monster has put distance between themselves and their opponent.