It continues to amaze me how much nuance there is in this game. Have been poring over the rulebooks for months now and just when I think I understand the rules I find something new and surprising that I missed before. Thanks so much for these videos!
This is a good point to cover and from my games I find it actually does work well with most interact actions. For example, while running my player wanted to reach down and grab an item of the ground, then continue the movement, the penalty is already inflicted in the loss of 1 action so I see no reason for them to lose their remaining movement. Otherwise everything devolves into standing face to face swinging with their foes and a battle map goes to waist. Players want to do cool things and making them do less in a turn, is less cool.
personally, extending off of this, I would allow a character/creature to Stride (or appropriate) while opening AND closing a door as a 3-action, as i feel that you could open, pass through, and slam a door as semi-fluid motion, and if you had some movement left, continue.
I have also in some cases with a pretty high strength character and a crappy door allowed a barge through as two actions. But made sure to note to them that it was a special case because they were really strong and the door was really poor and that it typically wouldn't work unless I called out a door as weak. Also let them know a glance to check might not always be precise but would be free in future cases. Worked fine.
I love this one and use it fairly often in my games as it is very awkward to simulate natural seeming flight without some kind of takeoff. I have had creatures in the past climb, leap, or stride before flying but combined the actions so long as they didn’t exceed their longest speed and honestly this works really well in practice.
big this, i wasnt aware of this section but had this concern with a creature with a climb speed the same speed as its stride seeming silly that it had to spend an action to move 10 feet closer to the wall before absolutely blasting up the wall with its full speed.
That's a good one. I had a situation where a player wanted to tumble through as part of their movement last week. I basically ruled as you described without knowing that the rule existed 🙂 winning lol
I haven't played yet, but I might go a step further and ask for either an acrobatics or athletics skill check. Acrobatics for jumping, tumbling, etc. Athletics if they want to destroy or move the obstruction like flipping a table or bursting through a door. Crit success means it only took one action, success is that it happens, failure means they stop at the obstruction, and critical failure means they stop and take damage or fall prone or something.
Yeah don't not really follow the rules here ha ha. Also like leaping attacking climb jump attack fall. Etc. I like the idea of most of the time once you use a stride action you gain your speed to move and you can split it for non actions with attack trait. Yeah the move open move up to your speed two actions instead of 3...
It continues to amaze me how much nuance there is in this game. Have been poring over the rulebooks for months now and just when I think I understand the rules I find something new and surprising that I missed before. Thanks so much for these videos!
This is a good point to cover and from my games I find it actually does work well with most interact actions. For example, while running my player wanted to reach down and grab an item of the ground, then continue the movement, the penalty is already inflicted in the loss of 1 action so I see no reason for them to lose their remaining movement. Otherwise everything devolves into standing face to face swinging with their foes and a battle map goes to waist. Players want to do cool things and making them do less in a turn, is less cool.
personally, extending off of this, I would allow a character/creature to Stride (or appropriate) while opening AND closing a door as a 3-action, as i feel that you could open, pass through, and slam a door as semi-fluid motion, and if you had some movement left, continue.
like in horror films where they run into a room and slam it real fast as they're being chased. this is good^
I have also in some cases with a pretty high strength character and a crappy door allowed a barge through as two actions. But made sure to note to them that it was a special case because they were really strong and the door was really poor and that it typically wouldn't work unless I called out a door as weak. Also let them know a glance to check might not always be precise but would be free in future cases.
Worked fine.
@@cheezeofages yeah there's a barbarian feat that does that. I think it's called barreling charge. Kinda like the juggernaut in the xmen movies
I love this one and use it fairly often in my games as it is very awkward to simulate natural seeming flight without some kind of takeoff. I have had creatures in the past climb, leap, or stride before flying but combined the actions so long as they didn’t exceed their longest speed and honestly this works really well in practice.
big this, i wasnt aware of this section but had this concern with a creature with a climb speed the same speed as its stride seeming silly that it had to spend an action to move 10 feet closer to the wall before absolutely blasting up the wall with its full speed.
Nice find...I have been playing that way. Pulling in more GMG content would be good!
Adding this to my games. Thanks!
Didn't know about this, great video as always!
Whoa, I must've skipped over that one. Spending all 3 actions on setting up a jump did seem overly punitive; lo and behold, it is!
That's a good one. I had a situation where a player wanted to tumble through as part of their movement last week. I basically ruled as you described without knowing that the rule existed 🙂 winning lol
That's the standard Tumble Through action. No adjudicating, just how it always works.
I love this rule and it’s a great addition to the game.
Thanks for this! I think people can be forgiven for missing this one given that it isn't listed in the core.
Makes sense, I like it!
These are so helpful thanks so much!
I haven't played yet, but I might go a step further and ask for either an acrobatics or athletics skill check. Acrobatics for jumping, tumbling, etc. Athletics if they want to destroy or move the obstruction like flipping a table or bursting through a door. Crit success means it only took one action, success is that it happens, failure means they stop at the obstruction, and critical failure means they stop and take damage or fall prone or something.
I have battlezoo backed. Cant wait for the adv
Really usefull, thanks a lot for this clarification of the rules on movements.
Opening a door normally might not be a movement, but what about trying to charge *through* the door? Would be a cool moment at least lol
Would thr same apply to a tumble through, like and open door, arch, and such?
Tumble Through already lets you move through an enemy's space as part of your single movement action.
Btw awesom hg neo zeong
Thanks! It was a Christmas gift from a bunch of friends.
Yeah don't not really follow the rules here ha ha.
Also like leaping attacking climb jump attack fall. Etc.
I like the idea of most of the time once you use a stride action you gain your speed to move and you can split it for non actions with attack trait. Yeah the move open move up to your speed two actions instead of 3...
Can I Stride in the middle of my Leap action?
do you have a fly speed? lol