Unifying Accelerated Movement [Archive] - Wizards Community

Post/Author/DateTimePost
JustinA

04-17-07, 03:14 PM
Most of the skills which are resolved as part of movement reduce your speed when you use them, as summarized here:

BALANCE: Reduced to half speed
CLIMB: Reduced to quarter speed
SWIM: Reduced to half speed
TUMBLE: Reduced to half speed

These skills also allow you to use them at faster speeds. Canvassing the core rules, epic rules, and the Complete line of supplements I've found the following:

BALANCE
Half to full = -5 penalty (CORE)
Running = -20 penalty (COMPLETE)

CLIMB
Quarter to half = -5 penalty (CORE)
Quarter to full = -20 penalty (COMPLETE)

SWIM
Half to full = -20 penalty (EPIC)

TUMBLING
Half to full = -10 penalty (CORE)

As you can see from the list, there is absolutely no consistency to these modifiers. The problem I have with such inconsistency is that it makes it difficult or impossible to memorize the modifiers.

Player: "I want to tumble past them, but I've got to do it fast because the Overlord's guards are right behind me!"

DM: "Okay, give me a check at a -5 modifier... No, wait. Is that Balance? I think it's Balance. Lemme check... Yeah, my bad. It should be a -10 modifier."

Thoughts on simplifying this to a simple guideline of -10 per step-up.

Thus:

Quarter speed to half speed = -10
Half speed to full speed = -10
Full speed to running = -10

These penalties stack. So running while climbing would require a check made with a -30 modifier.

This makes accelerated balancing and climbing slightly more difficult; makes accelerated swimming considerably easier; and leaves tumbling alone (although it does open up a high-end).

Thoughts?

I'm also bugged by the inconsistency vis-a-vis removing your flat-footed status while Balancing vs. removing your flat-footed status while Climbing. (The former just requires 5 ranks in the skill. The latter imposes a -20 penalty to your check.)

Justin Alexander
http://www.thealexandrian.net