| Post/Author/DateTime | Post |
|---|---|
| docjamo06-09-07, 01:00 PM | I have a really basic question. I am teaching my two sons to play D&D (12 & 16), I have not played in 25 years. Anyway, I cannot remember the rules about movement. I have all three books needed for dming and have not found the answer. The question is.. how do characters move while not in battle? If they are exploring an area, do they still take turns and move at their speed or do they just say what they are going to do and do it. I know it is a really basic question but is has been so long since I played and I can't remember. Thanks. |
| AgravaneThane06-09-07, 01:08 PM | In my group, the general rule is to establish a marching order (so you know who to kill with the traps) and ask the party how they will be moving down the passage (single file, 2 by 2, etc.). Then, if there is a movement issue (size, speed, terrain, what have you.) I let the party decide how to handle it. "Well, I think we ought to slow it downa bit. You would say that, Carl. You gnomes always take it slow. Fine. You go and search for traps. I'll be right here." |
| Pfisiar06-09-07, 01:11 PM | The rules for movement hardly matter when not in combat. We just assume that everyone stays together and moves at a regular rate. The only time noncombat movement really is an issue is when you're trying to catch up to someone who you're following or hunting down. |
| Astron the Wizard06-09-07, 01:13 PM | Well, it depends. If there's going to be combat in the very near future, you should probably have them establish marching order. If not, then have them just say what they're doing and have them do it. It's important to remember that the first person to say something is not always the person to do it. Example: Son #1: I walk over to the chest and open it. Son #2: My movement speed is higher than his, so as soon as I see him walking towards the chest, I run over there and open it first. In this case, if Son #2 does indeed have a higher movement speed, he would get there first. When there are two conflicting actions like this, treat it like combat (you might even want to roll initiative, but I don't normally do that). And remember, two things can happen at the same time. Example: Son #1: I search the room. I got a 22 on my check. Son #2: I draw my sword and go down the corridor. In this cirumstance, it's not like you would wait for Son #1 to finish searching and then have Son #2 go down the hallway (unless specified by the player, of course) later. Those would both take place at the same time. I don't think there are any real set rules for non-combat movement. This is the way I do it, but it all depends on your players, and how prone to arguing over who "got there first". Honestly, I hope this helps. EDIT: See, this is what happens when I try to post a long and helpful answer. SARNATH'D! |
| Tyberian06-09-07, 01:23 PM | Good question. I would have to look again, but I think 3rd edition dropped the use of 'turns' of 10 minute lengths altogether. I believe that 1st edition assumed you were doing a considerable amount of scouting, probing with sticks, and such as you covered terrain in a dungeon. Thus, you might only cover 30 or 60 feet in 10 minutes. I think 3rd leaves it up to the players to detemine exactly how much searching they will do but I am not sure how much area you can cover in a specified time without reading the skill description... I think that 3rd edition, game time wise, spends far less time in moving from spot to spot in dungeons. But we usually wing some rules like that so I may be full of hot air. |
| docjamo06-09-07, 01:32 PM | HEY, Thanks for the help. That is what I was looking for. CHEERS!! |